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The Incarnum Magic System is Neat but Remarkably Derivative
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<blockquote data-quote="Merlion" data-source="post: 2623967" data-attributes="member: 10397"><p>Thats one of the reasons I'm not terribly fond of D&D psionics. Its redundant in effect, but doesnt fit regular D&D (or most of its main versions) thematically.</p><p></p><p></p><p></p><p> </p><p></p><p></p><p> </p><p></p><p></p><p></p><p>But see thats the thing. To me, the "soulmeld" way of creating the effect isnt even different enough to be interesting, since its basically generate your own magic item, rather than buy it. </p><p></p><p></p><p>As you say, when you get down to it, all the effects are basically the same. In fact a fighter's sword swing, a mage's spells, whatever else are all basically just ways to bypass obstacles. Kill monsters, open doors, whatever. </p><p></p><p>But we want to be able to do that in truly varied ways, both mechanically and thematically. To me this Incarnum stuff seems to do neither for the most part.</p><p></p><p>As a contrast, Tome of Magic is supposed to include a True Name magic system of some kind, and Shadow Magic and one other that I forget.</p><p></p><p>To me that seems more interesting. Unearthed Arcana was interesting, because it presented true variants and different ways of doing things. And/or different and new ways to try and express, in game terms, the things we see in movies, books, etc. </p><p></p><p>Incarnum just doesnt seem to be doing that. And a number of people seem to agree. I mean I know some are enjoying it and thats great, but I would rather see time and energy spent on another book like UA, perhaps a book of magic variants, a book of melee/ranged combat rule variants etc than something like Incarnum which just seems like a "flashy new thing for gamers to spend money on" sort of deal.</p></blockquote><p></p>
[QUOTE="Merlion, post: 2623967, member: 10397"] Thats one of the reasons I'm not terribly fond of D&D psionics. Its redundant in effect, but doesnt fit regular D&D (or most of its main versions) thematically. But see thats the thing. To me, the "soulmeld" way of creating the effect isnt even different enough to be interesting, since its basically generate your own magic item, rather than buy it. As you say, when you get down to it, all the effects are basically the same. In fact a fighter's sword swing, a mage's spells, whatever else are all basically just ways to bypass obstacles. Kill monsters, open doors, whatever. But we want to be able to do that in truly varied ways, both mechanically and thematically. To me this Incarnum stuff seems to do neither for the most part. As a contrast, Tome of Magic is supposed to include a True Name magic system of some kind, and Shadow Magic and one other that I forget. To me that seems more interesting. Unearthed Arcana was interesting, because it presented true variants and different ways of doing things. And/or different and new ways to try and express, in game terms, the things we see in movies, books, etc. Incarnum just doesnt seem to be doing that. And a number of people seem to agree. I mean I know some are enjoying it and thats great, but I would rather see time and energy spent on another book like UA, perhaps a book of magic variants, a book of melee/ranged combat rule variants etc than something like Incarnum which just seems like a "flashy new thing for gamers to spend money on" sort of deal. [/QUOTE]
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