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General Tabletop Discussion
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"Per-encounter" Classes allowed for a new campaign - need critique
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<blockquote data-quote="Kraydak" data-source="post: 3547206" data-attributes="member: 12306"><p>The answer to this HEAVILY depends on the level range you want to span. At low levels (say 1-3/4ish), Incarnum characters are probably the most powerful characters out there. At high level (11+ish), Incarnum effects are frequently all but useless. Basically, Incarnum characters can use a (level based) number of effects, called soulmelds, which can be charged to work at a powerlevel of (1+X)*something (1+X d6 damage, +(1+X)*2 to a skill etc...). X can be 2 at lvl 1, 3 at lvl 3, but then only goes to 7ish at lvl 20. So an ability that does 2d6 lightning damage/touch attack unlimited/day at lvl 1 and 3d6 at level 3 scales up to only 8d6 at lvl 20. A soulspark familiar makes a druid animal companion look weak through lvl 4ish, but becomes utterly useless by lvl 10ish.</p><p></p><p>The other problem they have is that to get relevant effects out of soulmelds you need to bind them to a chakra point. Doing this means you can't put a magic item there. Even a fully charged (and you can't fully power up all your melds at the same time), bound meld is hardpressed to surpass a Core 3.5 magic item you bought in passing at lvl 20. Compared to a magic item you splurged on, it isn't even close. This will become a problem as soon as the characters fill up their magic item slots (lvl8ish with MIC/10ish without? Close enough) Add on the fact that the best melds take up the same chakra bind and can't be used simultaneously and Incarnum characters rapidly run into problems, and end up unable to make use of all their class abilities. (Yes, feats can help this. No, it isn't enough)</p><p></p><p>In the level range of 4-5 to 10-11, without MIC, Incarnum characters are adequately balanced. Move outside that range and you can have serious issues.</p></blockquote><p></p>
[QUOTE="Kraydak, post: 3547206, member: 12306"] The answer to this HEAVILY depends on the level range you want to span. At low levels (say 1-3/4ish), Incarnum characters are probably the most powerful characters out there. At high level (11+ish), Incarnum effects are frequently all but useless. Basically, Incarnum characters can use a (level based) number of effects, called soulmelds, which can be charged to work at a powerlevel of (1+X)*something (1+X d6 damage, +(1+X)*2 to a skill etc...). X can be 2 at lvl 1, 3 at lvl 3, but then only goes to 7ish at lvl 20. So an ability that does 2d6 lightning damage/touch attack unlimited/day at lvl 1 and 3d6 at level 3 scales up to only 8d6 at lvl 20. A soulspark familiar makes a druid animal companion look weak through lvl 4ish, but becomes utterly useless by lvl 10ish. The other problem they have is that to get relevant effects out of soulmelds you need to bind them to a chakra point. Doing this means you can't put a magic item there. Even a fully charged (and you can't fully power up all your melds at the same time), bound meld is hardpressed to surpass a Core 3.5 magic item you bought in passing at lvl 20. Compared to a magic item you splurged on, it isn't even close. This will become a problem as soon as the characters fill up their magic item slots (lvl8ish with MIC/10ish without? Close enough) Add on the fact that the best melds take up the same chakra bind and can't be used simultaneously and Incarnum characters rapidly run into problems, and end up unable to make use of all their class abilities. (Yes, feats can help this. No, it isn't enough) In the level range of 4-5 to 10-11, without MIC, Incarnum characters are adequately balanced. Move outside that range and you can have serious issues. [/QUOTE]
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