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| #1SilentSinAug 26, 2014 19:44:06 | I've seen quite a lot of people who really liked the Magic of Incarnum book in 3.5. Imagine you have a player who really wants to play a meld shaper, so how does it work? I don't mean "how would you replicate the exact same mechanics", that wouldn't be particularly hard, I mean "how would you change and improve upon the old mechanics".
Things you might want to think about would include: - Do you know all soulmelds like in 3.5 or do you have to learn them somehow? - Do you shape at the end of a long rest and they last until your next long rest? - Is there a mechanic for changing your soulmelds during a short rest? Is it a feature of certain classes? A feat? Can anyone do it, but you have to destroy 2 old soulmelds and only get 1 new one? Or some other sort of penalty? - What about essentia, does it exist? Is it a round to round resource that you can swap around freely? As a bonus action? Or is it an encounter based resource like Ki points? - What sort of soulmelds are there? - Mage armour? +1 AC per point of essentia? - Natural weapons? +1 Attack and/or damage per point of essentia? - Skill bonuses? Free profieiency? A static bonus? +1 per essentia? Gain advantage by investing 3 points of essentia? - Other stuff? Lucky Dice ftw. - Are they mostly passive bonuses, with a few activated abilities? Or are there lots that give spell-like abilities? - Are there multiple meldshaper classes or a single class with the others as subclasses? How are they different? - What about chakras and binds? Do they exist? Are they the mechanism by which powerful soulmelds are restricted from use by low level characters, or is there some other mechanic for that? Is there a special totem chakra for the totemist? |