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.
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.
A guy named "Force User" who sees a Jedi connection ... who'd a thunk?
I'm confused about this "proliferation" of magic in DnD. Are you talking about in the core books or that we now have four varities of supernatural powers?
1.) Using NPC classes and monsters pretty much means most magic items are "relics" found in ruins and that mostly PCs and villian NPCs will only have them. Outside that, most mundane people in DnD won't have magic items at all.
It may be that you're thinking that since your PCs have the weapons and some of your opponents do that means they are "common." If you're a movie superstar who jetsets around the world everyday and hangs out at country clubs and exculsive resorts, then $50,000 sports cars and $2,000 Rolex watches are common everyday items. ... Hey, let me lend you mine.
The setting where the common man enjoys the benefits of magic is Eberron ususally.
2.) Alternative settings:
In my neck of the woods, buying the XPHB or Incana is a waste of money.
The local GMs don't want to learn a new power system, so getting the books means psionics or Incarna will only show up in a game I'll run. If I play, I'll never see it or get use it.
I take that back, there may be the off chance a GM will decide to give his campaign a "special flavor" by simply replacing magic with either psionics or Incarna, but then again that will be only one system of supernatural powers in a game and they'll be different since healing and direct damage spells will be weak.
Unless a GM caves in to his players, he's got only as much magic as he wants. As a side note, there are only two settings with psionics, Dark Sun and Eberron. And with Eberron, you could run a whole game and not see psionics at all.