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The Incarnum Magic System is Neat but Remarkably Derivative

ForceUser

Explorer
So I've been borrowing a copy of a friend's Magic of Incarnum (thanks, Drowbane), and here is my sense of it in a nutshell.

The incarnum magic system is not groundbreaking nor particularly inventive beyond the mechanics devised as its framework. It is nothing new to RPGers, especially those who are familiar with Star Wars. You have the Force (raw incarnum), midichlorians (essentia), Jedi powers (soulmelds), and Jedi character classes (incarnate, soulborn, totemist). Each of these classes is essentially a variation on the popular self-buffing warrior archetype--although the magic system differs, these classes perform the same role in a game as the psychic warrior, the monk, and various prestige classes and variant base classes. Incarnum classes are frontline and second-rank fighters who array themselves with various magical powers to perform the same basic function as any other warrior. Their powers are tactical, fresh, varied, well-designed, and disappointingly predictable. The majority of soulmelds are self-buffs--buffs to attacks, attack forms, melee damage, AC, movement, resists, saves, skill and ability score checks. Like the 3.5 psion, the incarnum classes can invest power points (essentia) into psionic powers (soulmelds) to increase or vary the effects of their special abilities. Unlike psions, wizards, and clerics, no incarnum class can nuke from afar, plane shift, raise the dead, heal, divinate, or otherwise alter reality to suit their whim. Incarnum magic appears to be purely small-potatoes in that regard.

For the non-incarnum based classes, there are incarnum-based feats, spells, psionic powers, and invocations to add incarnum-based effects to those classes' powers. Incarnum magic is essentially a magic system for melee & ranged combat that is specifically designed to dovetail well with all races and classes without infringing upon the powers of arcane, divine, and psionic spellcasters. Magic of Incarnum is interesting yet wholly derivative--it is the Jedi and the Force by another name. They even have the noghri race (called dusklings).

Overall, I'm ambivalent. I like the fresh visual imagery and the totemist class (it can use incarnum to borrow the powers of magical beasts--that's really neat!), but I dislike the guiding principle of the incarnum magic system (which seems to have been "bring the Jedi to D&D"). I would have preferred a wholly fresh approach to magic, and a system that could serve as an strong alternative to the standard D&D magic system. As it is, Magic of Incarnum is merely a suppliment.
 

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Never having played the starwars game, I like the system. It is not overpowered, but puts an interesting spin character development. I agree, the Totemist is probably the nicest class in the book. I think the crying shame is, here are more classes with magic. Forceuser how many non casters do you have in your friday night game one? two? I really don't think that DandD was lacking in the magic option department. Yet here are even more fantastic characters(visually if not power wise). A party of characters are becoming more and more like a freakshow(A bit of an exaggeration). I'm babbling.... sigh....
 

Lodow MoBo said:
Never having played the starwars game, I like the system. It is not overpowered, but puts an interesting spin character development. I agree, the Totemist is probably the nicest class in the book. I think the crying shame is, here are more classes with magic. Forceuser how many non casters do you have in your friday night game one? two? I really don't think that DandD was lacking in the magic option department. Yet here are even more fantastic characters(visually if not power wise). A party of characters are becoming more and more like a freakshow(A bit of an exaggeration). I'm babbling.... sigh....
I should clarify--the rules mechanics for incarnum magic are entirely new (although still somewhat Vancian in execution). I am simply suggesting that, from my reading, the effects of incarnum classes wielding soulmelds seem remarkably similar to Jedi wielding the Force.

And yes, the extreme proliferation of magic in D&D is getting a bit silly. That's one reason why I'm looking forward to Hjorimir's Ethâra campaign--we're going back to magic as rare, mysterious, and special, as opposed to mundane, assumed, and commonplace like it is in 3E.
 
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ForceUser said:
I should clarify--the rules mechanics for incarnum magic are entirely new (although still somewhat Vancian in execution). I am simply suggesting that, from my reading, the effects of incarnum classes wielding soulmelds seem remarkably similar to Jedi wielding the Force.

Well, given that the effects of jedi wielding the force is basically "wooo, it's maaaagiiiic", I really fail to see your point.

And most jedi powers don't form items on your body...
 

Saeviomagy said:
Well, given that the effects of jedi wielding the force is basically "wooo, it's maaaagiiiic", I really fail to see your point.

And most jedi powers don't form items on your body...

No they don't...
 

ForceUser said:
And yes, the extreme proliferation of magic in D&D is getting a bit silly. That's one reason why I'm looking forward to Hjorimir's Ethâra campaign--we're going back to magic as rare, mysterious, and special, as opposed to mundane, assumed, and commonplace like it is in 3E.

Are you doing it with different mechanics too? Cat's out of the bag already if you don't. Even if wizards are rare, when they finally encounter one:

DM: "The gray haired old man makes intricate hand gestures at you while muttering words of some mysterious language, and something you've never seen happens - an orb of otherworldy and transparent light zooms from the mid-air at you, jolting you in the chest, while yo -"

10 year D&D veteran: "So it's a magic missile, huh?" :\
 

Numion said:
Are you doing it with different mechanics too? Cat's out of the bag already if you don't. Even if wizards are rare, when they finally encounter one:

DM: "The gray haired old man makes intricate hand gestures at you while muttering words of some mysterious language, and something you've never seen happens - an orb of otherworldy and transparent light zooms from the mid-air at you, jolting you in the chest, while yo -"

10 year D&D veteran: "So it's a magic missile, huh?" :\

Magic missile could have the most variable appearance ever. You could have a half-naked guy with a skull necklace yelling "Yoga Flame" and it would still be magic missile.
 

Numion said:
Are you doing it with different mechanics too? Cat's out of the bag already if you don't. Even if wizards are rare, when they finally encounter one:

DM: "The gray haired old man makes intricate hand gestures at you while muttering words of some mysterious language, and something you've never seen happens - an orb of otherworldy and transparent light zooms from the mid-air at you, jolting you in the chest, while yo -"

10 year D&D veteran: "So it's a magic missile, huh?" :\
Yes, he's using different mechanics. I don't know the specific magic system, but it's either based on systems used in Black Company, Grim Tales, Thieves' World, or Wheel of Time, or some combination thereof. My character's hopefully going to be the party magic-user, but as he's all of eight years old at the moment, it's hard to tell how magic works. ;)
 


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