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"Psion" is the D&D way of saying "psychic".
"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.
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.

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"Psion" is the D&D way of saying "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.

In A&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.

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 3.5, 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.

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).

In 4th edition, psionics became just like every other class: a repetitive sixty-dollar book with minuses and plus signs, dealing some damage, and moving pieces around a game board. Except psionics feels more sci-fi for those who don't have enough imagination to just call their wizard or warlock a fucking psion.

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, and you won't get to sit next to the DM's slut sister who you've been trying to fuck since she was ten.


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