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<blockquote data-quote="kenmarable" data-source="post: 4105206" data-attributes="member: 40359"><p>Personally, I love it.</p><p></p><p>I haven't used the setting material much, but I really enjoyed the time I used the ghost rules. You do need something to keep the incorporeality in check because that's the biggest unbalancer. Within Manifest the city, I believe, all ghosts are automatically corporeal, hence the city's name, but outside of the city, if I recall (it was a few years ago), they are free to switch which can be a bit much. I dialed back my ghost PC to only be able to go incorporeal for short periods. But it was also a lower level campaign. If it's a higher one, then it's more balanced.</p><p></p><p>One of the biggest reasons I like it is the concept of adventuring after you die. Just die, find diamonds, raise cycle gets old after a bit. Plus I like quirky characters.</p><p></p><p>The basics of how it works is that after you die, you spirit (as an outsider) manifests and you can continue as that. You can progress in one of two new classes that grant ghost feats. One class just dials back the BAB and ghost feats to allow spellcaster progression. The ghost feats are divided into different paths. So you can focus on possessing things, scaring things, telekinesis, etc. The feats work as a progression of weaker powers up to much stronger ones. </p><p></p><p>So, other than making sure incorporeality was in check, I didn't have any problems with it and really enjoyed it.</p></blockquote><p></p>
[QUOTE="kenmarable, post: 4105206, member: 40359"] Personally, I love it. I haven't used the setting material much, but I really enjoyed the time I used the ghost rules. You do need something to keep the incorporeality in check because that's the biggest unbalancer. Within Manifest the city, I believe, all ghosts are automatically corporeal, hence the city's name, but outside of the city, if I recall (it was a few years ago), they are free to switch which can be a bit much. I dialed back my ghost PC to only be able to go incorporeal for short periods. But it was also a lower level campaign. If it's a higher one, then it's more balanced. One of the biggest reasons I like it is the concept of adventuring after you die. Just die, find diamonds, raise cycle gets old after a bit. Plus I like quirky characters. The basics of how it works is that after you die, you spirit (as an outsider) manifests and you can continue as that. You can progress in one of two new classes that grant ghost feats. One class just dials back the BAB and ghost feats to allow spellcaster progression. The ghost feats are divided into different paths. So you can focus on possessing things, scaring things, telekinesis, etc. The feats work as a progression of weaker powers up to much stronger ones. So, other than making sure incorporeality was in check, I didn't have any problems with it and really enjoyed it. [/QUOTE]
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