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"Psion" is the D&D way of saying "[[Psyker|psychic]]". It is a common opinion that psions in D&D are overpowered. This stems from edition after edition ruining psionics by not separating "mind rape" from "fireball" in the spell department and letting them have both.
"Psion" is the D&D way of saying "[[Psyker|psychic]]". It is a common opinion that psions in D&D are overpowered. This stems from time and time again of game designers trying to make psychic powers something different than spellcasting, and fucking up the game design doing it.


In [[AD&D]], psions were having "psionic battles" in the realms of their mind or some shit. Where they would stare at each other and have astral projection arm wrestling and required a bunch of rules nobody wanted to keep track of. It was essentially that episode of South Park where Cartman has a "psychic battle" with the other psychics; it looks that lame to the other PCs.
It is believed that Dungeons & Dragons' psionics is cursed. That these books are not RPG supplements, but grimoires of a sadistic cult, playing with your emotions. To have any D&D psionics book present in the room will ensure you always roll poorly.
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=== [[AD&D]] ===
[[File:Southpark_S08E13.jpg|right|thumb|Pretend this psionic fight is an animated *.gif; it would look just the same]]
In 1st edition, psions were normal characters that rolled 99-100 on d100 during chargen, and gained extra spellcasting that didn't require spellbooks nor devotion to a faith.  They had their own psionic-only battles that were invisible to non-psionics, and required their own combat matrix on the DM's screen so you could play rock-paper-scissors-lizard-spock with the five attacks and five defenses.  Only one attack could actually affect non-psionics, and it was less effective than casing ''Feeblemind'' or just punching someone in the jaw. Everyone else would just stand around and watch an invisible, silent fight between people standing perfectly still.  Whoop-de-doo.
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=== [[Dungeons & Dragons 3rd Edition|Third edition]] ===
[[File:Mvc2_Psylocke.jpg|right|thumb|Yeah we know why you ''really'' want to play a Psiknife]]
D&D 3.0 had horrific mechanics: the ultimate [[Multiple_Ability_Dependency|M.A.D.]], where you needed a high stat for every subcategory of psionics to have a decent power. There were no supplements for 3.0 psionics, amd we're okay with this.


Third edition or "3.0" had one of the most horrific mechanics ever: the ultimate M.A.D., where you needed a high stat for every subcategory of psionics to have a decent DC. There were no supplements for 3.0 psionics, because there were very few supplements for 3.0 as a whole.
In [[3.5e]], psionics were simpler: Psions were accountant spellcasters who kept track of a mana pool. Psionic powers didn't level up (well, almost all), instead the psion would spend mana ("power points") to increase a power's effect. Other players raged about this being h4x because a psion could turn themselves into glass cannons and screw a BBEG if they really wanted to. Most of the complaints about psionics came from pro spellcasters, who want to be the only ones with an "I win" button.


In [[3.5e]], psionics were generally simple. They were accountant spellcasters who kept track of a mana pool. Rather than spells simply getting stronger as they leveled (though a few powers still worked that way), they had to invest mana ("power points") in order to strengthen their powers. Other players raged about this being h4x because they could essentially screw a BBEG if they really wanted to, but would leave them completely vulnerable later. Most of those who complain about psionics are pro spellcasters, who just want to be the only ones who can do anything at all. With their over 9000 spells per day, their scaling spells just for having moar hit dice, and putting point buy in a dump stat. Psionics actually make you think a little before you can be broken.
3.5e psionics only had one good class: the Psion, or psychic sorcerer. [[Psychic Warrior]] was just a better fighter (which isn't saying much). The [[wilder]] was a psionic [[warlock]], the [[Soulknife]] was a shitty knock-off of [[monk]] WITH LIGHTSABERS11!!ELEVEN11!!! just like that hot Asian chick in X-men comics. The other classes described in the Complete Psionic book aren't worth mentioning.
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But still, 3.5 psionics only had one good class (psion). [[Psychic Warrior]] was just a better fighter, (which isn't saying much), [[wilder]] a psionic [[warlock]], a [[soulknife]] was an even shittier version of the [[monk]] WITH LIGHTSABERS11!!ELEVEN11!!! and a few other classes of little importance in the Complete Psionic book (which received very mixed reviews).
=== [[Dungeons & Dragons 4th Edition|Fourth Edition]] ===
In 4e, psionics had their simplest rules ever. Psionic classes had the standard powers every class had (at-will, encounter, and daily), but their at-will powers were weaker. They had a mini-mana ("power points" again) to pump up at-will powers, and the mini-mana refreshed during a long rest just like encounter powers.  There were four psionic classes in the tank/heals/dps routine:  '''Ardents''' were your empaths and psychic healer leaders, '''Battleminds''' were your front-line Defenders with iron-hard skin and superspeed, '''Monks''' would wire-fu around the battlefield to be high damage Strikers, and '''Psions''' would be Controllers using Force-push, mass telepathy and conjuring.


In [[4e]], psionics had their simplest rules ever, even moreso than in 3.x, where whole rule-systems were created for handling psionics in contrast to magic. Psionic classes modify the standard powers diagram (at-wills, encounter, and daily) to instead have a mini-mana system and multiple levels of at-wills. Each psionic class gets so many "psychic power points" per rest period, and can burn these to amp up an at-will to stronger levels. They also split off psychic power types into multiple classes; Ardents were your empathic and psychic healer types, battleminds could tweak their bodies (teleporting, iron-hard skin, super speed) with some mind raping telepathy, and psions had telekinesis, telepathy and conjuration type powers.
=== Fifth Edition ===
''This space is left blank.''


It is believed that Dungeons & Dragons' psionics is cursed. That these books are not RPG supplements, but grimoires of a sadistic cult, playing with your emotions. To have any D&D psionics book present in the room will ensure you always roll poorly.
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Revision as of 00:05, 17 November 2014

"Psion" is the D&D way of saying "psychic". It is a common opinion that psions in D&D are overpowered. This stems from time and time again of game designers trying to make psychic powers something different than spellcasting, and fucking up the game design doing it.

It is believed that Dungeons & Dragons' psionics is cursed. That these books are not RPG supplements, but grimoires of a sadistic cult, playing with your emotions. To have any D&D psionics book present in the room will ensure you always roll poorly.


AD&D

Pretend this psionic fight is an animated *.gif; it would look just the same

In 1st edition, psions were normal characters that rolled 99-100 on d100 during chargen, and gained extra spellcasting that didn't require spellbooks nor devotion to a faith. They had their own psionic-only battles that were invisible to non-psionics, and required their own combat matrix on the DM's screen so you could play rock-paper-scissors-lizard-spock with the five attacks and five defenses. Only one attack could actually affect non-psionics, and it was less effective than casing Feeblemind or just punching someone in the jaw. Everyone else would just stand around and watch an invisible, silent fight between people standing perfectly still. Whoop-de-doo.

Third edition

Yeah we know why you really want to play a Psiknife

D&D 3.0 had horrific mechanics: the ultimate M.A.D., where you needed a high stat for every subcategory of psionics to have a decent power. There were no supplements for 3.0 psionics, amd we're okay with this.

In 3.5e, psionics were simpler: Psions were accountant spellcasters who kept track of a mana pool. Psionic powers didn't level up (well, almost all), instead the psion would spend mana ("power points") to increase a power's effect. Other players raged about this being h4x because a psion could turn themselves into glass cannons and screw a BBEG if they really wanted to. Most of the complaints about psionics came from pro spellcasters, who want to be the only ones with an "I win" button.

3.5e psionics only had one good class: the Psion, or psychic sorcerer. Psychic Warrior was just a better fighter (which isn't saying much). The wilder was a psionic warlock, the Soulknife was a shitty knock-off of monk WITH LIGHTSABERS11!!ELEVEN11!!! just like that hot Asian chick in X-men comics. The other classes described in the Complete Psionic book aren't worth mentioning.

Fourth Edition

In 4e, psionics had their simplest rules ever. Psionic classes had the standard powers every class had (at-will, encounter, and daily), but their at-will powers were weaker. They had a mini-mana ("power points" again) to pump up at-will powers, and the mini-mana refreshed during a long rest just like encounter powers. There were four psionic classes in the tank/heals/dps routine: Ardents were your empaths and psychic healer leaders, Battleminds were your front-line Defenders with iron-hard skin and superspeed, Monks would wire-fu around the battlefield to be high damage Strikers, and Psions would be Controllers using Force-push, mass telepathy and conjuring.

Fifth Edition

This space is left blank.


Dungeons & Dragons 3rd Edition classes
Player's Handbook BarbarianBardClericDruidFighterMonkPaladinRangerRogueSorcererWizard
Player's Handbook II BeguilerDragon ShamanDuskbladeKnight
Complete Adventurer ExemplarNinjaScoutSpellthief
Complete Arcane WarlockWarmageWu jen
Complete Divine Favored SoulShugenjaSpirit Shaman
Complete Psionic ArdentDivine MindEruditeLurk
Complete Warrior HexbladeSamuraiSwashbuckler
Dragon Compendium Battle DancerDeath MasterJesterMountebankSavantSha'irUrban Druid
Dragon Magazine Sha'ir
Dragon Magic Dragonfire Adept
Dungeonscape Factotum
Eberron Campaign Setting Artificer
Heroes of Horror ArchivistDread Necromancer
Magic of Incarnum IncarnateSoulbornTotemist
Miniatures Handbook Favored SoulHealerMarshalWarmage
Ghostwalk Eidolon (Eidoloncer)
Oriental Adventures SamuraiShamanShugenjaSoheiWu Jen
Psionics Handbook PsionPsychic WarriorSoulknifeWilder
Tome of Battle CrusaderSwordsageWarblade
Tome of Magic BinderShadowcasterTruenamer
War of the Lance Master
Wizards's Website Psychic Rogue
NPC Classes AdeptAristocratCommonerExpertMagewrightWarrior
Second Party MarinerMysticNobleProphet
Class-related things Epic LevelsFavored ClassGestalt characterMulticlassingPrestige ClassRacial Paragon ClassTier SystemVariant Class
Dungeons & Dragons 4th Edition Classes
Player's Handbook 1 ClericFighterPaladinRangerRogueWarlockWarlordWizard
Player's Handbook 2 AvengerBarbarianBardDruidInvokerShamanSorcererWarden
Player's Handbook 3 ArdentBattlemindMonkPsionRunepriestSeeker
Heroes of X Blackguard* • Binder* • Cavalier* • Elementalist* • Hexblade* • Hunter* • Mage* • Knight* • Protector* • Scout* • Sentinel* • Skald* • Slayer* • Sha'ir* • Thief* • Vampire* • Warpriest* • Witch*
Settings Book ArtificerBladesinger* • Swordmage
Dragon Magazine Assassin
Others Paragon PathEpic Destiny
*·: Non-AEDU variant classes