TerribleSorcery
Should be playing D&D instead
Can it be done??
I have played psionicists since the days of 2nd edition. We played a lot of Dark Sun, where psionics have a starring role, so there was always someone in the group running one (I had a gladiator with 22 strength, which was more fun honestly).
Coming back to the 2nd ed psionics rules a few years ago to join in a friend's campaign was a rude awakening. I mean I always knew they were underpowered, but holy hell do they suck!! The most effective power my character used was dimensional door, which I hammered on constantly - becoming a teleport-bot more or less. Plenty of the abilities relied on "mother, may I?" DM adjudication that I found deeply annoying. Rolling against your stats just to use your abilities is absolute balls. Needing 2 or 3 really good stats for your character to be viable is... not what Gary would have wanted. Our psionicist player in Dark Sun was only effective because he cheated constantly, as I recall.
Anyway.
I am planning to include psionics in my B/X game, at least wild talents for enemies & NPCs at first. Possibly adding a PC class later if it becomes a big element. I have a few supplements with little two-page sections glued in as an afterthought (like Carcosa, or Realms of Crawling Chaos). Is there a set of comprehensive psionics rules that don't suck out there somewhere? Will I have to start from scratch and write them myself? (don't make me do it guys) What does everyone use in their own games, if anything? I'll adapt something from another edition, I don't care. Just don't make me open up that old 2nd ed book again.
![](https://www.gannett-cdn.com/presto/2019/04/09/PPHX/1e970aa0-caa9-4130-b03d-e0a8ee8a4cdd-TJNTab_01-26-2018_DailyPutnamN_1_K004__2018_01_24_IMG_John_Edward_2_1_MPKV3E04_L1169864537_IMG_John_Edward_2_1_MPKV3E04.jpg?width=660&height=441&fit=crop&format=pjpg&auto=webp)
I have played psionicists since the days of 2nd edition. We played a lot of Dark Sun, where psionics have a starring role, so there was always someone in the group running one (I had a gladiator with 22 strength, which was more fun honestly).
Coming back to the 2nd ed psionics rules a few years ago to join in a friend's campaign was a rude awakening. I mean I always knew they were underpowered, but holy hell do they suck!! The most effective power my character used was dimensional door, which I hammered on constantly - becoming a teleport-bot more or less. Plenty of the abilities relied on "mother, may I?" DM adjudication that I found deeply annoying. Rolling against your stats just to use your abilities is absolute balls. Needing 2 or 3 really good stats for your character to be viable is... not what Gary would have wanted. Our psionicist player in Dark Sun was only effective because he cheated constantly, as I recall.
Anyway.
I am planning to include psionics in my B/X game, at least wild talents for enemies & NPCs at first. Possibly adding a PC class later if it becomes a big element. I have a few supplements with little two-page sections glued in as an afterthought (like Carcosa, or Realms of Crawling Chaos). Is there a set of comprehensive psionics rules that don't suck out there somewhere? Will I have to start from scratch and write them myself? (don't make me do it guys) What does everyone use in their own games, if anything? I'll adapt something from another edition, I don't care. Just don't make me open up that old 2nd ed book again.