Favorite Capstone System


Dungeon Magazine General Discussion

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Just curious which capstone the readers of Dungeon like best.

I know James Jacobs is all about the Epic. I like the Epic too, but I must admit, I am intimidated by it as a DM. That's a whole lot of hp, spell effects, and random stuff to keep track of.

My favorite by far is Psionics. I really love it. It lends itself to an Asian/Action/Adventure feel. Feats that let you walk up walls, and powers that make you a physical powerhoooose! I love it. I ran a Psionics camp that revolved around a magistrate and his tribunal staff (The PCs). One of the most fun times I've had running a game.

Incarnum just ain't my bag.

Anyone else have any thoughts. What is your favorite Cap!


Right now, its Magic of Incarnum. The feel of it is drastically different from anything else I've found in D&D and I've finally found a way to work it into my ongoing campaign. It doesn't have that pesky psionic/magic issue (does psionic resistance work against magic and vice versa) that I've found and it's a refreshing change from the old standbys of magic, whether arcane or divine. It was a perfect fit for one of my players who really wasn't into the whole magic thing, but love the concept of incarnum.

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Lilith wrote:
Right now, its Magic of Incarnum. The feel of it is drastically different from anything else I've found in D&D and I've finally found a way to work it into my ongoing campaign. It doesn't have that pesky psionic/magic issue (does psionic resistance work against magic and vice versa) that I've found and it's a refreshing change from the old standbys of magic, whether arcane or divine. It was a perfect fit for one of my players who really wasn't into the whole magic thing, but love the concept of incarnum.

I may have to take another look then. I just remember opening the book and having no idea how it all worked from a couple of glances whereas with psionics it was pretty easy to figure out. If it's a quick learn I will give it another chance.


It is kind of overwhelming if you're just flipping through it. I really had to sit down and read the first couple of chapters over a few times. It helped that I had someone there to hash out the thinking, but now that I have the grasp of it, I love the concept.

In a quick summary:

A character has an "essentia pool" which can harness "incarnum" - a freely available energy source.

A character has "soulmelds" - abilities that are prepared in the same way a wizard prepares his spells. These soulmelds stay in place until dismissed. They generally have a physical manifestation of some sort.

A character may opt to bind a soulmeld to their "chakra", if the chakra has been opened. Binding a soulmeld takes the place of a magic item and physically prevents a magic item from being worn in that spot. (You can bind a magic item to a chakra and enhance the magic item, but that's another story.)

A character may opt to "invest" essentia into a soulmeld, enhancing the soulmeld's effect. Essentia is free-floating, meaning one round you can have three essentia invested in your Truthseeker Goggles and one essentia in Bluesteel Bracers and the next round have two & two. You can have a soulmeld-bound chakra and still invest essentia in it, boosting the soulmeld's effects dramatically.

*end summary*
There are additional psionic and magic specific applications of incarnum, but I didn't read too heavily into it.


Lilith wrote:


A character has an "essentia pool" which can harness "incarnum" - a freely available energy source.

A character has "soulmelds" - abilities that are prepared in the same way a wizard prepares his spells. These soulmelds stay in place until dismissed. They generally have a physical manifestation of some sort.

This sounds a lot like Exalted to me. I'm certainly not trying to hijack or start any White Wolf versus WotC rants but if you like that sort of game I would definitely check it out, the 2nd ed. comes out in March.

More on topic...

I certainly dig psionics in small measured doses but other than playing in a Dark Sun game a long time ago its never been a huge part of the game for me. I really like what they did in the Expanded Psionics Handbook but it really requires all your players wanting to play a psionics game which has never happened in one of my games.


Not so much a capstone as it is a generic Asian setting Oriental Adventures has got to be my favorite mixed with some psioincs and most of the updated classes from the comlete series (except the samurai which was better in its orginal format) and the strange mystic east feel it's just too good not to use.

GGG

Contributor

Great Green God wrote:

Not so much a capstone as it is a generic Asian setting Oriental Adventures has got to be my favorite mixed with some psioincs and most of the updated classes from the comlete series (except the samurai which was better in its orginal format) and the strange mystic east feel it's just too good not to use.

GGG

Amen brother!

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