Are you looking forward to Magic of Incarnum?

Er, well... not really. I might look through it, but I'm definitely not excited about it like I was for Lords of Madness, or I am about Heroes of Horror. This might change if the excerpt is particularly impressive, but I'm fine with "just" magic and psionics right now.

Demiurge out.
 

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I can't comment.

I still don't know what the thing is about. Everything I've read about it has been too sketchy. I'll probably wait for the reviews on this one.

Jack
 

I have no interest in it. In fact, the only use I can think of for the underlying concept in my campaign would be in the hands of BBEGs. Using souls to power spells and magic items just doesn't seem like something good aligned PCs should be doing.
 

The preview was completely dull, but I'm still looking forward to the new system with hopes that it isn't all spending points for bonuses to damage and whatnot. That's not the least bit innovative.
 

Using souls to power spells and magic items just doesn't seem like something good aligned PCs should be doing.

I thought the same thing when I first heard about the book. I, after reading the first preview and doing more reading on it, believe that it is sort of like The Force from Star Wars.
 


Arcane Runes Press said:
I'm just curious to peek at the True Name rules, to see how they differ from the ones I did in Quint. Sorcerer, and the ones Monte Cook did in Arcana Unearthed.

Patrick Y.

I think the True Name rules will be in Tome of Magic.

Buttecup -- Apparently, there are rules or guidelines on how to use this sort of magic for good aligned characters. Possibly, it allows characters to draw on something like "the ambient soul energy of the multiverse" -- i.e. something like the Force in Star Wars -- which can be used to give characters abilities comparable to those of magic items.

I have some hopes for the book, as I personally prefer incorporating power into a character as opposed to strongly relying on magic items.
 

"Mixed feelings"? "Cautiously optimistic"?

I'm all about magic books... probably my favorite type of crunchy supplement when done well.

But I'm not all about "new magic systems". Even when they are done well, even if they are really innovative and interesting, they are hard to work into the game. But all too often, they aren't what they are cracked up to be.

To make it worth it, a new magic system has to really add something to my game to be worth adding.

I think I'll relegate this one to "wait and flip through it at the FLGS" status, like I did Weapons of Legacy and Heroes of Battle. Thankfully.
 
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Psion said:
"Mixed feelings"? "Cautiously optimistic"?

I'm all about magic books... probably my favorite type of crunchy supplement when done well.

But I'm not all about "new magic systems". Even when they are done well, if they are really innovative and interesting, they are hard to work into the game. But all too often, they aren't what they are cracked up to be.

In one of the articles about the D&D panel at Gencon, a panelist mentioned that the new character races in Races of the Dragon would include ideas on how to introduce them into an existing campaign. The earlier race books had been criticised for their assumption that the new races were difficult to integrate. Hopefully, they will realise that a new magic system will require similar notes to achieve maximum utility.
 

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