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5e magic of Incarnum (Beta)
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<blockquote data-quote="Goober4473" data-source="post: 7006961" data-attributes="member: 6675240"><p>I'm back to working on my Magic of Incarnum update, which I plan to put up on the DMs Guild when it's done. I'm planning to add races and monsters, and perhaps some spells, but for now, the Incarnate class is fully implemented, though not all of the soulmelds are in. The Incandescent subclass does have a full set though, so that at least is fully playable.</p><p></p><p>Here's a link to the current version: <a href="https://drive.google.com/file/d/0Bwir5V4Ifx5dRlJMWVpfbzJYMlk/view?usp=sharing" target="_blank">https://drive.google.com/file/d/0Bwir5V4Ifx5dRlJMWVpfbzJYMlk/view?usp=sharing</a> I'll be updating it as I go.</p><p></p><p>Here are some design notes, so everyone can be on the same page:</p><p></p><ul> <li data-xf-list-type="ul">I've merged all of the classes into one, inspired by the Mystic playtest. The original classes, in 3.5, had very few class features besides the soulmelds, so I felt this was a much cleaner way to handle it. Like mystics (and clerics), you select your subclass (Incarnation) at level 1, and it determines the list of soulmelds you can choose from.</li> <li data-xf-list-type="ul">The breakdown of soulmelds for each subclass was chosen to give each of them 20 options; enough to have a wide variety, but not so many that it's overwhelming or overpowered.</li> <li data-xf-list-type="ul">Following the 5e design standard of large choices, rather than small fiddley numbers, I've turned essentia into a binary choice: a soulmeld has essentia invested in it or it doesn't.</li> <li data-xf-list-type="ul">I initially wanted to let essentia be moved around freely as a bonus action, but it was too restrictive to the design of soulmelds, since they could then only then have passive effects based on essentia and never per short rest abilities. My solution was to allow incarnates to invest essentia as a bonus action, so they can choose which soulmeld to invest in as they need them, but the essentia can't then be moved until they take a short rest.</li> </ul><p></p><p>I'd love any feedback, though I'm pretty set on the core mechanics. My current main concerns are:</p><ul> <li data-xf-list-type="ul">Overall balance of the class compared to others. It most closely resembles the warlock, with essentia and normal chakras replacing spell slots, greater chakras replacing mystic arcanum, and the base soulmeld effects replacing invocations. Warlocks tend to rely on eldritch blast, however, which the incarnate doesn't have much of an analogue to.</li> <li data-xf-list-type="ul">1st level incarnation ability balance. Is Incarnum Radiance too powerful? Is Totem Weapons up to par?</li> <li data-xf-list-type="ul">General soulmeld balance. Is any soulmeld useless or broken?</li> </ul></blockquote><p></p>
[QUOTE="Goober4473, post: 7006961, member: 6675240"] I'm back to working on my Magic of Incarnum update, which I plan to put up on the DMs Guild when it's done. I'm planning to add races and monsters, and perhaps some spells, but for now, the Incarnate class is fully implemented, though not all of the soulmelds are in. The Incandescent subclass does have a full set though, so that at least is fully playable. Here's a link to the current version: [URL]https://drive.google.com/file/d/0Bwir5V4Ifx5dRlJMWVpfbzJYMlk/view?usp=sharing[/URL] I'll be updating it as I go. Here are some design notes, so everyone can be on the same page: [LIST] [*]I've merged all of the classes into one, inspired by the Mystic playtest. The original classes, in 3.5, had very few class features besides the soulmelds, so I felt this was a much cleaner way to handle it. Like mystics (and clerics), you select your subclass (Incarnation) at level 1, and it determines the list of soulmelds you can choose from. [*]The breakdown of soulmelds for each subclass was chosen to give each of them 20 options; enough to have a wide variety, but not so many that it's overwhelming or overpowered. [*]Following the 5e design standard of large choices, rather than small fiddley numbers, I've turned essentia into a binary choice: a soulmeld has essentia invested in it or it doesn't. [*]I initially wanted to let essentia be moved around freely as a bonus action, but it was too restrictive to the design of soulmelds, since they could then only then have passive effects based on essentia and never per short rest abilities. My solution was to allow incarnates to invest essentia as a bonus action, so they can choose which soulmeld to invest in as they need them, but the essentia can't then be moved until they take a short rest. [/LIST] I'd love any feedback, though I'm pretty set on the core mechanics. My current main concerns are: [LIST] [*]Overall balance of the class compared to others. It most closely resembles the warlock, with essentia and normal chakras replacing spell slots, greater chakras replacing mystic arcanum, and the base soulmeld effects replacing invocations. Warlocks tend to rely on eldritch blast, however, which the incarnate doesn't have much of an analogue to. [*]1st level incarnation ability balance. Is Incarnum Radiance too powerful? Is Totem Weapons up to par? [*]General soulmeld balance. Is any soulmeld useless or broken? [/LIST] [/QUOTE]
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