Editors Note: I’m going to try and take on no more than 4 subjects per issue. No more than 1 issue per month. I will keep track of requested issues and rather than disseminate to the group that asked, I will publish here for all groups to see.
Table of Contents – What is in this issue of Incarnate:
These span all versions of Incarna, but obviously any output will be specific to only current versions…
Issue: It seems like there is little benefit in the way of high intelligence. Being that the manifestation of this is generally the thing that separates the humanoid type species above simple animals, should not very high measures of this have a greater impact mechanically?
Source: Arabus D. Grenier; 2022
Thoughts/Response: Roleplaying high i20 intelligence is difficult. If the GM does not stop and factor in a player’s manifestation of intelligence, they may never get more than a minor mechanic impact on skills and lores. I’ve said this is too much pressure and responsibility to expect a GM to do for a player. That said, the GM should be aware of it and try and factor it in when they can, but if something is missed, it is the player’s responsibility. Intelligence is also a nebulous quality, and can be defined in a multitude of ways. In first and second edition DnD it was used as a means to limit knowing and scribing spells/rituals/etc. by saying it was not understood if the check failed. More experience (another level) was necessary before another learning attempt was made. We also gave bonus points to skills like 3.x editions and Skills and Powers. Bonus spells were granted to wizards ‘starting known spells’ was also granted in previous editions of DnD. I suppose we could do something similar. That means higher intelligence affects learning as it currently does (though not mechanically). The further premise would be “A higher measure of intelligence implies a greater degree to comprehend, interpolate and integrate knowledge – especially non-mundane knowledge.”
Author: Kelly J. Berger; 7/2023
Learning has a specific section in Incarna: Action > Learn.
Concerns Going Forward: Things like actuated mind might make a difference here too. Where is the limits? How many things can mechanically be involved in these adjustments… it seems like setting a precedent opens the door for an unending application of both Intelligence and Sanity.
OUTCOME: Actions to be Taken > [Pending… WILL REVIEW NEXT ISSUE]
Issue: Almost no class begins play with improvised weaponry proficiency. How would a character go abut getting this?
Source: Rocky Bliss; 5/2023
Thoughts/Response: This is really difficult to address universally. To some classes, better weapon proficiency is not a big deal, to others it is a full departure from their balanced class abilities and nature of what they are. Improvised is a class of items that together ARE an “improvised weapon”. There is no specific weapon here, nothing to list. Its very all-encompassing and represents one of either two ends of a spectrum – i.e. you are so good, anything becomes a weapon in your hands; OR, you are so unorthodox that using one thing is just as good as anything else. Is it worth a Feat? Seemingly not on its own, since there very little that would qualify as doing more than either a d4 or d6 damage (most things the former). There are class abilities to designate a weapon as a type of preferred weapon and it increases damage with it. Being able to designate improvised items may break both flavor and game balance for this.
Author: Kelly J. Berger; 08-2023
OUTCOME: Actions to be Taken > Kinetic Aptitude 1 + specific classes should be given this proficiency at level 2; Monks and Fighters. Maybe certain archetypes of other Classes can substitute one capability gained at a level for this.
Issue: It seems like the very specific knowledge of basic familiarity of a single weapon should be something any character can get, regardless of class. How much would it cost in terms of CP?
Source: Earl Clark; 7/2023
Thoughts/Response: (See Previous Issues as Well) This is a difficult issue. This is about game balance, not about flavor. A proficiency in spear or dagger is not the same as great sword or a polearm. Even within groupings, dagger is not the same as spear (possible double the damage of a dagger used two handed). I can see a category of weapons like we had in older Incarna versions, that have an “ease” factor. These easy weapons could be available to anyone. I don’t think that’s the point of this question though. I think its taking a martial weapon proficiency when all you have is simple ones. or a limited list like the 5e wizard. Also, where does “Improvised” (see previous issue) fit in since its not a specific weapon?
Author: Kelly J. Berger; 08-2023
OUTCOME: Actions to be Taken > Other than designating weapons with “ease”, I’m not inclined to proceed with this. It breaks a lot of game balance. Remember – characters can use weapons they are not proficient with, they just don’t get their proficiency bonus. Taking a feat is a significant leap in capability and using that – thats what this level of game balance interference calls for. One might argue to just increase CP cost, but the question is then one of ongoing relative cost balance compared to other things.
Issue: No one ever uses the True Strike cantrip. It only works on yourself and its the equivalent of getting a help Action, but next round. What if, to make it more viable, it scaled like other cantrips and you could apply weapon qualities like Pulverize and other things as the caster gained in levels?
Source: Arabus D. Grenier; 7/2023
Thoughts/Response: The spirit of the cantrip is really not intended to scale. Not all cantrips are intended to scale – only damage causing ones. I’d hate to actually break that precedent and open up every other single one for a customized interpretation. That said, there could be reasons why an enhancement can be put on top of it. To that end, I have the following thoughts:
Author: Kelly J. Berger; 2023
Along the lines of our adjudication of illusions being only truly powerful/believable if the caster has experienced them, any enhancement of the cantrip would require knowledge and/or experience. I could see it as a custom background/occupation or an Experience that is tied to an institution.
Part of these institutions may be to require a Feat or CP to get some knowledge/familiarity with Martial Weapons and/or Lore: Military.
Concerns Going Forward: The biggest concern is people taking it for minimal cost through some institution and leaving the institution. What is the penalty? How is it imparted? Is there a object of focus required to have all the benefits? Does it only function while the character is tithing or paying dues? If its tied to the institution, how do they prevent its propagation to non members or enemies?
OUTCOME: Actions to be Taken > There will be no default changes to it. Its just one more thing to have to maintain if so. If individual GMs want to do something, we leave it to them.
The following additional issues were collected during this period to be addressed at a later date or through the Incarna Development and Design work cycles: