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The Incarnum Magic System is Neat but Remarkably Derivative
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<blockquote data-quote="ForceUser" data-source="post: 2616887" data-attributes="member: 2785"><p>So I've been borrowing a copy of a friend's <em>Magic of Incarnum</em> (thanks, Drowbane), and here is my sense of it in a nutshell. </p><p></p><p>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.</p><p></p><p>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. <em>Magic of Incarnum</em> is interesting yet wholly derivative--it is the Jedi and the Force by another name. They even have the noghri race (called dusklings). </p><p></p><p>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, <em>Magic of Incarnum</em> is merely a suppliment.</p></blockquote><p></p>
[QUOTE="ForceUser, post: 2616887, member: 2785"] So I've been borrowing a copy of a friend's [i]Magic of Incarnum[/i] (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. [i]Magic of Incarnum[/i] 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, [i]Magic of Incarnum[/i] is merely a suppliment. [/QUOTE]
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