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Need help for a friend. Incarnum related.
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<blockquote data-quote="BRP2" data-source="post: 3338296" data-attributes="member: 47499"><p>Usually I'm always the DM, hell I still am, but in another group someone else wants to step up something and I'm quite grateful. He is still looking to me for help though. He wants to make a rather unique type of game, which makes me even more excited, with a lack of magic replaced by Incarnum and Reserve Points(from IH). There is no multiclass penalties. From what he has told me everyone is going to start above level 1, and might be forced to take at least one level in an Incarnum class. He isn't using any of the Incarnum races, but will replace any "magic" benefits from standard races with bonus Incarnum points.</p><p></p><p>Other things are the basic Power Attack fix(3.0), feats every 2 levels, and use of Complete Adventurer/Warrior + PHBII + Miniatures Handbook only(I think he is allowing feats/PrC and stuff that make sense from other WotC books but I'm sure its limited). Marshall's bonus can't be higher than half its level and it has full BAB. Because of no magic, no Bard, Ranger, or Paladin. Also no psonics. Some of these rules he borrowed from playing in my games(mainly more feats and power attack).</p><p></p><p>He doesn't go to this site(or any site I believe). Anything I should pass to him? Has anyone done anything like this?</p><p></p><p>As a player, anything I should know about Incarnum? I've hardly looked through it and only know the basics. I've heard it it was weak, but thats only when compared to full-casters.</p><p></p><p>So basically:</p><p>-Anything important Incarnum he has a DM or I as a player need to know?</p><p>-Anyone ever use Incarnum as the only source of magic in a campaign?</p><p>-Any house rules that are Incarnum related?</p><p>-Can Incarnum make up for the lack of magical weapons or armor?</p></blockquote><p></p>
[QUOTE="BRP2, post: 3338296, member: 47499"] Usually I'm always the DM, hell I still am, but in another group someone else wants to step up something and I'm quite grateful. He is still looking to me for help though. He wants to make a rather unique type of game, which makes me even more excited, with a lack of magic replaced by Incarnum and Reserve Points(from IH). There is no multiclass penalties. From what he has told me everyone is going to start above level 1, and might be forced to take at least one level in an Incarnum class. He isn't using any of the Incarnum races, but will replace any "magic" benefits from standard races with bonus Incarnum points. Other things are the basic Power Attack fix(3.0), feats every 2 levels, and use of Complete Adventurer/Warrior + PHBII + Miniatures Handbook only(I think he is allowing feats/PrC and stuff that make sense from other WotC books but I'm sure its limited). Marshall's bonus can't be higher than half its level and it has full BAB. Because of no magic, no Bard, Ranger, or Paladin. Also no psonics. Some of these rules he borrowed from playing in my games(mainly more feats and power attack). He doesn't go to this site(or any site I believe). Anything I should pass to him? Has anyone done anything like this? As a player, anything I should know about Incarnum? I've hardly looked through it and only know the basics. I've heard it it was weak, but thats only when compared to full-casters. So basically: -Anything important Incarnum he has a DM or I as a player need to know? -Anyone ever use Incarnum as the only source of magic in a campaign? -Any house rules that are Incarnum related? -Can Incarnum make up for the lack of magical weapons or armor? [/QUOTE]
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