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5e magic of Incarnum (Beta)
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<blockquote data-quote="Gradine" data-source="post: 7007633" data-attributes="member: 57112"><p>Some brief initial thoughts:</p><p></p><p>Yeah, Incarnum Radiance needs some serious nerfing.</p><p>Honestly, I'd like to see more fluff in the differences between archetypes. The philosophical differences between the original MoI classes were a big part of why I loved that book in the first place.</p><p>Reap Essentia: Not sure why the creature needs to be hostile? Why not any living creature small or larger? It's only once per long rest, so I don't see how it breaks anything if the guy can stab a random villager or break a little bunny rabbit's neck for power. Not all Soulmelds are combat related after all.</p><p>Soulborn feels like it's missing something. I'm not saying it's not balanced, I couldn't tell you the math of what benefits the extra proficiencies and attack give. But compared to the other options it's a bit... boring? Not sure what I'd add at the top of my head but there needs to be more flavor there. Soulborn are themselves tools; weapons towards advancing their philosophy. Some kind of Divine Strike/Smite analog seems like the easiest route to go (the original Soulborn had a Smite) but I think you could (and possibly should) go a little weird with it. I'll think more about it and toss some ideas around later.</p><p></p><p>Soulmelds:</p><p>I can see why you went this route but I think there needs to be some more gate-keeping here. It doesn't have to a full spell list with levels, but something like the Warlock invocation or Way of Four Elements lists (with level requirements for specific soulmelds, like, say, those that grant flight) might be appropriate. This would require some changes to the feat but not many (you must be the appropriate level to learn the soulmeld; you can change soulmelds known when you level up).</p><p>I think there definitely needs to be a "soulmelds known" mechanic; it can be more generous than the typical "spells known" class. I also think that this means that soulmelds have wider availability between archetypes; you no-longer have to arbitrarily silo soulmelds so that each one has an even list. As-is, my old Incarnate's signatures soulmelds are split between each of the three "normal" archetypes (Totemists have always had their own weird stuff).</p></blockquote><p></p>
[QUOTE="Gradine, post: 7007633, member: 57112"] Some brief initial thoughts: Yeah, Incarnum Radiance needs some serious nerfing. Honestly, I'd like to see more fluff in the differences between archetypes. The philosophical differences between the original MoI classes were a big part of why I loved that book in the first place. Reap Essentia: Not sure why the creature needs to be hostile? Why not any living creature small or larger? It's only once per long rest, so I don't see how it breaks anything if the guy can stab a random villager or break a little bunny rabbit's neck for power. Not all Soulmelds are combat related after all. Soulborn feels like it's missing something. I'm not saying it's not balanced, I couldn't tell you the math of what benefits the extra proficiencies and attack give. But compared to the other options it's a bit... boring? Not sure what I'd add at the top of my head but there needs to be more flavor there. Soulborn are themselves tools; weapons towards advancing their philosophy. Some kind of Divine Strike/Smite analog seems like the easiest route to go (the original Soulborn had a Smite) but I think you could (and possibly should) go a little weird with it. I'll think more about it and toss some ideas around later. Soulmelds: I can see why you went this route but I think there needs to be some more gate-keeping here. It doesn't have to a full spell list with levels, but something like the Warlock invocation or Way of Four Elements lists (with level requirements for specific soulmelds, like, say, those that grant flight) might be appropriate. This would require some changes to the feat but not many (you must be the appropriate level to learn the soulmeld; you can change soulmelds known when you level up). I think there definitely needs to be a "soulmelds known" mechanic; it can be more generous than the typical "spells known" class. I also think that this means that soulmelds have wider availability between archetypes; you no-longer have to arbitrarily silo soulmelds so that each one has an even list. As-is, my old Incarnate's signatures soulmelds are split between each of the three "normal" archetypes (Totemists have always had their own weird stuff). [/QUOTE]
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