Surprised by the non-suckage


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cignus_pfaccari said:
See, the thing about Incarnum is that it's sorta neat, but I have yet to figure out what an Incarnate is supposed to do in a party.

Be versatile and effective. :)

My Ulek game has the following PCs:
Incarnate 8; Knight 8; Soulborn 8; Druid 3/Wizard 3/Arcane Heirophant 2; Bard 5/Rogue 1/Druid 2; Soulknife 7/Fighter 1

The Incarnate typically has the following abilities active:
* May heal 19 hp (and take 10 dmg) on each character 1/hour.
* Healing spells heal an additional 6+ hp on her. (Thus, a cure minor wounds cures 7 hp!)
* Flies as a move action up to 30' (this allows her to get past difficult terrain)
* Acid spittle attack (ranged touch) dealing 5d6 acid damage OR electricity melee touch attack dealing 5d6 electricity damage
* gives each PC +2 AC when nearby

The rapid soulmeld ability has proved useful when an unusual situation comes up. (The PCs unexpectedly found themselves on a boat, and with no pilot... so suddenly she gained the soulmeld that allowed her to sail it).

Cheers!
 

time-master-core-rules-small.jpg


timetricks-small.jpg


Timemaster sets the stage with a simple time travel game. You go back in time, shoot the bad guys and go home. The mechanics are lousy. The setting is good.

Timetricks is so utterly awesome that it melts uranium. How about a game that if the players screw up they prevent their own births? How do you deal with twelve copies of yourself? What do you do when you forget the clue you haven't discovered yet? I love this book so much that when I was single I had no need for a woman. Yeah, the mechanics blow chunks. Who cares?
 


green slime said:
Don't try to trick us into thinking that you actually believe you think you're there. We all know that we think that none of us really think we exist outside this messageboard.
lol :lol:
 

Well, I thought I would add something useful to this thread other than comments about sigs.

Here are a couple books that are generally not well regarded, yet I like them:

Book of Challenges -- Wildly uneven, this collection of traps / puzzles / bizarre encounters nevertheless gets used at least once every few months. More than the actual encounters, I find the advice on running them helpful.

Manual of the Planes -- Ignore the rantings of the Planescape greybeards, and pay no attention to those who say that "everything good from MoP was reprinted in DMG 3.5." Hah! As if.

MoP is incredibly imaginative, evocative, and mind-expanding. It shows you how to run adventures, even entire campaigns, in the planes -- from the default D&D Great Wheel cosmology to a variety of varient cosmologies and weird demiplanes. It tells you how to make up your own planes, too, if that's your thing.

Literally every time I open this book, I get a burning desire to scrap whatever game I'm currently running and start another one that takes place exclusively in the planes. It's that compelling.
 

Mouseferatu said:
Treebore, glad you like Dawnforge. I didn't get to do much on it, but I'm really proud of what I did, and I love the setting. (One of the few truly high-powered settings I enjoy, really.) I was so bummed when they decided not to continue the line past the first three books; I was really looking forward to doing more work on it.


In my opinion Dawnforge is simply the best published campaign setting I have played for 3.0 or 3.5. The campaign book is a template for future books of that type in my opinion. Great flavor, great mechanics. I actually wish it was the default setting for all D & D. I too was bummed when there weren't more than 3 books published. The online community really didn't take a hold of it with such limited support.

What parts did you work on Mouseferatu if you don't mind me asking?

-neg
 

BiggusGeekus said:
Timetricks is so utterly awesome that it melts uranium. How about a game that if the players screw up they prevent their own births? How do you deal with twelve copies of yourself? What do you do when you forget the clue you haven't discovered yet? I love this book so much that when I was single I had no need for a woman. Yeah, the mechanics blow chunks. Who cares?

Yeah, y'know, that book really is pretty cool. Don't look too closely or the logic begins to fall apart, but wow, the sheer adventurousness of the ideas is fantastic. A really great, overlooked supplement for a largely forgotten game. A great idea mine.
 

neg said:
In my opinion Dawnforge is simply the best published campaign setting I have played for 3.0 or 3.5. The campaign book is a template for future books of that type in my opinion. Great flavor, great mechanics. I actually wish it was the default setting for all D & D. I too was bummed when there weren't more than 3 books published. The online community really didn't take a hold of it with such limited support.

What parts did you work on Mouseferatu if you don't mind me asking?

-neg

The section on the Kingsmarch and its regions, and the chapter on Syldanir. As I said, not much, but it was a lot of fun to do. :)
 

Hi,

I also really like Magic of Incarnum -- I've had great fun playing a totem rager (totemist/barbarian) and will shortly be playing an incarnate/cleric.

Oh, and I like the new stat blocks too ;)

Cheers


Richard
 

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