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I like Magic of Incarnum but...
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<blockquote data-quote="airwalkrr" data-source="post: 6123989" data-attributes="member: 12460"><p>So I got to attend a big scientific conference out-of-state and it was too close to fly so my lab group took a 15-passenger van. It was a six-hour drive (twelve both ways). I could have read our grant presentation, but that was boring and I figured I'd have plenty of time at the conference. So I decided to bring along a book I've been meaning to take a look at for a long time: Magic of Incarnum. To start with, I love the concept of soul magic. The idea that there is magic energy in every soul before, present and after is very cool. The concept of shaping soulmelds with a variety of functions is even cooler. When I bought the book I gave it the initial flip-through, read the first chapter, and shelved it for later reading as it appeared much to complex to digest in a quick read-through. Well now, eight years later I finally have a chance to look at it. And I really like it, but...</p><p></p><p>It just lacks some pizzazz. It seems that a lot of elements are defensively oriented, which, for a Con-dependent character means you are good at doing pretty much nothing but staying alive, which doesn't kill the bad guy and thus doesn't contribute much. Your damage potential is severely limited, although it is sustained over time, the warlock can do just as much (and with the right invocations to a much greater area). Furthermore, I feel saves are broken, as in, non-sustainable. 10 + essentia + Con mod? That's a bit weak when the highest bound essentia will generally be 4-5 at high levels (there are few exceptions and I see and they are very temporary). Compare to a wizard or cleric with level 9 spells and the DC difference is a whole 4-5 points. That's a bit deal. Not that many soulmelds have saving throws, but the woulds that do are gonna be resisted a lot.</p><p></p><p>So any thoughts on Incarnum in general? Strngths? Weaknesses? Hoese Rules you use to make it fit?</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 6123989, member: 12460"] So I got to attend a big scientific conference out-of-state and it was too close to fly so my lab group took a 15-passenger van. It was a six-hour drive (twelve both ways). I could have read our grant presentation, but that was boring and I figured I'd have plenty of time at the conference. So I decided to bring along a book I've been meaning to take a look at for a long time: Magic of Incarnum. To start with, I love the concept of soul magic. The idea that there is magic energy in every soul before, present and after is very cool. The concept of shaping soulmelds with a variety of functions is even cooler. When I bought the book I gave it the initial flip-through, read the first chapter, and shelved it for later reading as it appeared much to complex to digest in a quick read-through. Well now, eight years later I finally have a chance to look at it. And I really like it, but... It just lacks some pizzazz. It seems that a lot of elements are defensively oriented, which, for a Con-dependent character means you are good at doing pretty much nothing but staying alive, which doesn't kill the bad guy and thus doesn't contribute much. Your damage potential is severely limited, although it is sustained over time, the warlock can do just as much (and with the right invocations to a much greater area). Furthermore, I feel saves are broken, as in, non-sustainable. 10 + essentia + Con mod? That's a bit weak when the highest bound essentia will generally be 4-5 at high levels (there are few exceptions and I see and they are very temporary). Compare to a wizard or cleric with level 9 spells and the DC difference is a whole 4-5 points. That's a bit deal. Not that many soulmelds have saving throws, but the woulds that do are gonna be resisted a lot. So any thoughts on Incarnum in general? Strngths? Weaknesses? Hoese Rules you use to make it fit? [/QUOTE]
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