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5e magic of Incarnum (Beta)
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<blockquote data-quote="Goober4473" data-source="post: 7007989" data-attributes="member: 6675240"><p>I'll likely add some more fluff as the mechanics get more solid. I wanted to move away from alignment as a primary determining factor though, and turn the necrocarnate from "the worst evil imaginable" to "kind of spooky" to allow it as a real player option outside of pure evil games.</p><p></p><p></p><p></p><p>I feel like attacking a villager would make it hostile. The wording is mostly there to allow the DM to make the final call. A harmless bunny rabbit is probably not challenging enough to kill to really count, while a random villager might be at lower levels, but less so later. Basically, I want to avoid the "torch an anthill" problem with that ability in 3.5.</p><p></p><p></p><p></p><p>I definitely want to differentiate soulborn from paladins. They always felt, in 3.5, like a sort of knock-off paladin with some incarnate soulmelds, instead of their own unique thing. Do you think giving them a (mostly) unique soulmeld list, as well as martial weapon and heavy armor proficiency doesn't do the job of keeping them different feeling from other incarnates?</p><p></p><p></p><p></p><p>I really wanted to keep the "choose from all soulmelds from the start" feel of the original. Since you "prepare" them each day, this mostly works like a cleric or druid having access to their whole spell list, which works fine. Rapid Meldshaping allows them to swap out quickly, but "extreme versatility" is ultimately the incarnate's niche.</p><p></p><p>I think having level-based soulmelds makes it too complicated, and limits things too much. Soulmelds currently all share a progression of basic effect, essentia effect that improves based on regular chakras, and greater chakra powers, and I like that setup a lot.</p><p></p><p>As for splitting up the incarnate soulmelds, it's one of the main ways the different subclasses are differentiated from each other. Allowing much more cross-pollination than is currently available might serve to blend the subclasses too much, and 20 options is already quite a lot. Perhaps earlier access to a little bit of Diverse Meldshaping would help?</p></blockquote><p></p>
[QUOTE="Goober4473, post: 7007989, member: 6675240"] I'll likely add some more fluff as the mechanics get more solid. I wanted to move away from alignment as a primary determining factor though, and turn the necrocarnate from "the worst evil imaginable" to "kind of spooky" to allow it as a real player option outside of pure evil games. I feel like attacking a villager would make it hostile. The wording is mostly there to allow the DM to make the final call. A harmless bunny rabbit is probably not challenging enough to kill to really count, while a random villager might be at lower levels, but less so later. Basically, I want to avoid the "torch an anthill" problem with that ability in 3.5. I definitely want to differentiate soulborn from paladins. They always felt, in 3.5, like a sort of knock-off paladin with some incarnate soulmelds, instead of their own unique thing. Do you think giving them a (mostly) unique soulmeld list, as well as martial weapon and heavy armor proficiency doesn't do the job of keeping them different feeling from other incarnates? I really wanted to keep the "choose from all soulmelds from the start" feel of the original. Since you "prepare" them each day, this mostly works like a cleric or druid having access to their whole spell list, which works fine. Rapid Meldshaping allows them to swap out quickly, but "extreme versatility" is ultimately the incarnate's niche. I think having level-based soulmelds makes it too complicated, and limits things too much. Soulmelds currently all share a progression of basic effect, essentia effect that improves based on regular chakras, and greater chakra powers, and I like that setup a lot. As for splitting up the incarnate soulmelds, it's one of the main ways the different subclasses are differentiated from each other. Allowing much more cross-pollination than is currently available might serve to blend the subclasses too much, and 20 options is already quite a lot. Perhaps earlier access to a little bit of Diverse Meldshaping would help? [/QUOTE]
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