What Unique Schtick Do You Think Each Power Source Should Have?

Oooh Incarnum. I've put some thoughts into 4th ed Incarnum as I've always liked it, minus the painful fluff. If I was to do it in 4th ed, the first thing I'd do is cut out all the blue glowy bits. Totemists also get 'written out' as the 4th ed Barbarian looks like it took most of their stuff and rewrote them.

Incarnum is the magic of Life itself. All living things generate energy that Incarnum users can tap into, resonating with those around them. Intelligent creatures, those with souls, are particular potent resevoirs of life energy. Incarnum users have the ability to resonate with life, channeling this energy into or from those around them.

In terms of mechanics, Incarnum users share the same base mechanics carried over from 3rd. Incarnum users have a pool of 'essentia' (And we really need a new term for this) that they can use to power abilities round per round. These points can be moved from ability to ability. Incarnum users choose from a pool of powers every day. All incarnum users share a 'talent tree' that directly boosts skills. Other talent trees are dependent on class. As incarnum users are powered by life itself, they can typically sacrifice HP to boost their essentia if needed.

Soulborn - Defender: The Soulborn are the protectors of the soul. As those around them are damaged, he is able to 'hold' their departing life energy. As his party grows weaker, he grows stronger as their life energy flows into him. At higher levels, he can prevent his parties from dying by locking their souls with his own, taking any damage that would completely knock them down at the cost of his essentia.

Necrocarnate - Striker: Diverging from their mostly evil roots from 3rd, the Necrocarnate is able to absorb the fleeing life energy from those that have fallen around them. Unlike the other incarnum users, they do not have a permanent pool of points. They gain points when a creature dies around them. They are strikers who use their essentia pools to gain damage bonuses and to apply debuffs that can cancel the targets abilities, slow them down, or lower key ability bonuses/skill ranks.

Incarnate - Leader: Incarnates can tie themselves into specific individuals, most often the party around them. This allows him to share his powers with the party in general, such as skill boosts or the effects of magic items he is currently wearing, or he can 'supercharge' their base abilities. He can expend his pool to heal members of the party or remove negative conditions.

Soul Reaver- Controller: The Soul reaver taps into those around him, much like the Incarnate, but his abilities are much less benevolent. Able to directly effect life energy itself, the Soul Reaver can call into play effects that are similar to the necrocarnate, but on a larger scale. He can turn a creatures own life energy against itself, damaging those around it. At higher levels, it can directly drain the life force of others, dominating them or stealing their powers temporarily.
 

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Would a Martial Power Source be akin to Ki... internal energy... or would Ki be a blending of Psionic and Martial?

Just a thought,
William Holder
 

IMO? Martial is pure skill at arms and physical training. Based on reality or exaggerated reality.

Ki is based on spiritual energy. While all creatures have Ki, only certain people can harness it. Ki is the Hadoken, killing someone with one precise touch, and running up walls. It's more fantastical.
 


The problem I have with making ki 'like martial, but more fantastical' is that I feel like that should also include 'more powerful'. It doesn't have to, the game will work perfectly well with hadokens that scale in power relative to everything else the ki-master gets, but then there are these guys running around, right, who have these dojos where they train in the arts of war, right, and they're just plain better than the fighters who train in their schools.

Better (for me, and I don't think this is where D&D is going, but meh, I'll live) would be to make Ki use a paragon path or epic destiny, so that it's available sort of across the board to everyone who is of that particularly martial bent.
Even better would be to make unarmed attacks play well -- play very well -- with armed attacks. Don't ask me how, exactly, but that would make me very very happy to see.

Only wizards should have hadoken below 10th level, you see.
 

Lackhand said:
Only wizards should have hadoken below 10th level, you see.

Poor warlocks....

Wait, do you mean 'only users of the Arcane power source' rather than just wizards?

In which case, Poor clerics of Kossuth.

Hmmm, do you subscribe to 'Magic = Better' system? It seems to be common in D&D (especially Forgotten Realms and Greyhawk)
 

Simon Marks said:
Poor warlocks....

Wait, do you mean 'only users of the Arcane power source' rather than just wizards?

In which case, Poor clerics of Kossuth.

Hmmm, do you subscribe to 'Magic = Better' system? It seems to be common in D&D (especially Forgotten Realms and Greyhawk)
Magic =/= Better... but usually Magic systems are usually more fun. Then again I love wire-fu and would definitely love Martial Characters being able to reach the ability of Nameless in Hero... or Ryu in Street Fighter... whether that is the pentacle of a Paragon Path or fulfilling one's Epic Destiny I can't say without seeing the relative power level coming out of the revised Magic system. :)

William Holder
 

Simon Marks said:
Poor warlocks....

Wait, do you mean 'only users of the Arcane power source' rather than just wizards?

In which case, Poor clerics of Kossuth.

Hmmm, do you subscribe to 'Magic = Better' system? It seems to be common in D&D (especially Forgotten Realms and Greyhawk)
I meant "only users of power sources which are explicitly supernatural and represent something other than extreme focus of physical talent".

It's because shooting fire isn't extrapolatable. Jumping tall buildings, making a thousand cuts per second, survivng jumping through a plate glass window, shouting loud enough to stun foes, and so forth, are all just "doing what we normally do, but more so".

Creating fire ex nihilo or what have you isn't. So I don't like it when monks (who are incredibly spiritual, oneness of mind and body, ultimate-warrior-types) get to jump straight into that arcane space.

I don't mind that they get there eventually, so long as they chose "I can project ki outside my body!" instead of similar, slightly more extrapolatable (but no less potent!) abilities, like aforementioned plate-glass-trancendance, or ultimate death strikes, and so forth.

I object to anyone who starts with "I'm a spiritual warrior in peak physical condition" getting abilities as flashy as "I study arcane secrets" or "my god spoke to me yesterday". It's cool if all of their abilities result in the deaths of their respective targets, tho'.
 

Incarnum as energy created by life

"Its an energy field created by all living things" Can you say: "May the Force be with you?"
The suggestion seems worryingly like that. Not such a bad idea, but a bit derivitive.

Mana was a great term in Diablo, but it might be a bit dubious in D&D

I wondered if Incarnum could be tied to the dreaded Spellplague. The Lost, created by stray incarnum from people in grip of strong emotion, sounds rather like the wizards maddened by the Spellplague. The blue colour fits too. It could be an interesting way of implementing it, I think.
 

A 'problem' D&D has had (it may or may not be a problem, depending on your preferences) is that if there is two ways to do something then the Magical way is - pound for pound - better.

Arcane Lock vs a normal Lock
Knock vs Open Locks
Magical Armour vs Very Well Made Armour

I hope that this... legacy goes in 4e. If not, then 'non magical' versions of many magical things get brought back into my games via house rules.
A magnificently made weapon tops at +3. A Magical weapon tops at +3. A magnificently made magical weapon tops at +5 and so on.

Like I have to do now.
 

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