Incarna Worlds

Incarna Worlds
Incarna Worlds

Friday, June 17, 2016

Another look at averages

So we originally took the position that using all averages would speed things up. With proficiency bonus and other effect and circumstances its just not tue. We are going to allow dice rolling at let characters choose averages.

Monday, January 11, 2016

Ancient Blood campaign converting to 5th edition

So, its been years but the old crew is getting back together for the Ancient Blood campaign.

These were some Incarna 2 characters, converted to 3 and the campaign has been set on hold while children and lives progressed. Now its time for the Grand Old Gaming Crew to pick up the pieces and move forward.

Beedel will likely be the most interesting character to convert - as he has a bond with the land that was easy to figure out in Incarna, but a little more difficult in DnD.

Belim (Eric Swanson's) will be interesting because he has a military background and is not a front line fighter in terms of Incarna - but he becomes more of one in DnD. This is also our first battle master - as his Incaarna skills basically went that direction. New territory and new challenges.

The rest of the characters are more straight forward.

I will be completing the conversion of these characters tonight (1/11) in preparation for a game 2 weeks hence.


Friday, September 18, 2015

FIRST TEST OF INCARNA DnD 5 VARIANT

The outcome: Lethal. It aint your out of the box DnD 5.
The setup: Traveling north, the rid Jaq of her madness of possession, the group enters the hinterlands. It begins to snow one night - earlier than normal in the season, and Taelin volunteers to to a foraging party (Kye and Harahd) out for the unprepared Inn they are staying at. They are attacked by a Oathbreaker Paladin (8th level), 4 skeletons in a shield wall, and 8 zombies. Its misty - partial cover until within 30'
Character state final:
Harahd made 3 death saves and will live
Talein will live with the boost from his soul gem
Kye was the last man standing
Conclusion:
Took about 40 minutes - this could be less once everyone is used to things.
The adjusted rule on critical works great.
The new minor weapon rule tweaks are cool and somewhat realistic (armor protection)
Shield rules are more comprehensive
None of the new rules slowed the game down.
Rule of Averages works great - combat is much sped up.
Dislike of the passive AC system - Larry to do some analysis on turning dodge and evade into more active/direct application and get back to us.
Dislike that surprise and behind dont give more advantages than "advantage - a re-roll"

--------------------------------
Other rules getting formed...

Incarna Chi becomes ki now.

Mystic becomes magical (was already in process)
FONT, ENERGY, etc.

Preferred Weapon will grant a +2 initiative, +1 damage (1 CP) can only have one? Unless fighter.Leadership can make it seem like weapons held are preferred? 

Armor:
Durable now becomes absorbs 1 pt of damage; cost X10
Pulverizing: built to rend materials; drops armor rating by 1 more when used to defelct; half damage to target is rendered useless - or negates non magical damage resistance 
Armor could be made with resistance to certain damage

Keep Ethereal qualities of phstasmal and ghostly? Lets get Monster Manual and see?





Wednesday, August 5, 2015

What are the character creation parameters for Incarna going to be for 5th Ed variant?

Choose what you want to be first - character envisioning will be a strong suit. Read through the PHB and your setting materials (like Steel Realms) and decide what race and class you want to start with. You will be focusing your essence and abilities on that. One of the biggest differences between Incarna and DnD is that the character process is a lot more constrained, but has a lot more options. Your race and place constrain your class and/or class path choice - there are cultural and social fabric which just does not produce certain classes or paths. Additionally, there are more backgrounds and starting character traits.

See The "Incarna" flavor/variant of DnD 5th Edition.
PHB Basic reference: http://dnd.wizards.com/articles/features/basicrules?x=dnd/basicrules
PHB Errata: http://media.wizards.com/2015/downloads/dnd/PH_Errata_1.1.pdf
Character Sheets: http://dnd.wizards.com/articles/features/character_sheets 

Step 1: Race

The PHB will be the defacto starting point, with the Steel Realms an errata of changes and inclusion/exclusions. See Races of the Steel Realms. Race may be constrained by locale, and determine class and other options including alignment. 

Ancestry:

Fey

  • Occult aptitude
Fiend
Primal
Infernal
Orrish (Steel Realms)
  • Kinetic Aptitude
Olde Ones (Steel Realms)
Transcendent (Steel Realms)
Dumastorian (Steel Realms)

Step 2: Locale

Locale may be constrained by race, and determine class and other options including alignment. 


Step 3: Class

Class will be dependent on where the character is from and race/ancestry. Class may be constrained by race and locale, and determine other options including alignment. 

Barbarian - Berserker
- Anywhere
Barbarian - Totem Warrior
- Pine Tribes, Klaurian, Wyld Elf
Bard - College of Lore
- Human only, from Oerdney. May take 1 level of Druid as 2nd level
Bard - College of Valor

Cleric

See http://incarna5thdnd.blogspot.com/p/converting-incarna-mystic-and-magic.html
Cleric requires 2 Essence. Must be the alignment of their deity or its particular sect they follow.
Gain starting Piety depending on the Oath of Loyalty they swear. Reducing their oath binds later reduces their piety by double the amount they would normally gain.
Automatically Gain Sense Divinity (Insight Skill DC 10) - know when they tread on holy grounds or if a person is bound to a particular faith (senses the primary alignment of the deity)

Cleric - Domain of Knowledge
Balthazaar
Malek
Ezrilus
Everdark
Gloombringer
Gaia

Cleric - Domain of Light
Ikribu
Aerna
Whelm
Balthazaar

Cleric - Domain of Life
Gaia
Darupet
Aerna
Whelm
Ezrilus

Cleric - Domain of Nature
Gaia
Darupet
Elancil

Cleric - Domain of Tempest
Ikribu
Elancil
Sun stealer
Everdark

Cleric - Domain of Trickery
Malek
Gloombringer

Cleric - Domain of War
Whelm
Balthazaar
Ikribu
Elancil
Sun stealer
Everdark

Cleric - Domain of Death (Lich Lords lands only)
Djerduth
Everdark
Sun stealer
Gloombringer

Druid

See http://incarna5thdnd.blogspot.com/p/converting-incarna-mystic-and-magic.html
Must take a level of Cleric (Beast Lord), and a level of Warlock (Fey), and possess the following Traits:
Then can take a level of Druid (Gaia)
May never take any other classes besides Monk (Four Elements); Warlock maximum level = 2.
Druid - Circles available by climate/terrain

Fighter

Fighter - Champion
Fighter - Battle Master
Fighter - Elritch Knight
- only in gladnor and depending on knight order... Ezrilus gas ine in heartlands

Monk - Way of the Open Hand
- Only in
Monk - Way of Shadows
- Only in Beryl; hidden sects
Monk - Way of the Four Elements
- Only in the southlands - new aesthetic orders serving the beast archetypes

Paladin - Oath of Devotion
Paladin - Oath of the Ancients
- only in

Paladin - Oath of Vengeance
Paladin - Oathbreaker (Lich Lords servants, Darklands Ork)

Ranger - Hunter
Ranger - Beastmaster
- only for those venerating the green church
Must have piety 1 with some freen faith

Rogue - Thief
Rogue - Assassin
Rogue - Arcane Trickster
- vale evander is the only place where magic may be taught in this mercenary way. Or grimoires are needed

Sorcerer = Not Available Initially

Psychic - Waiting on DnD

Warlock

See http://incarna5thdnd.blogspot.com/p/converting-incarna-mystic-and-magic.html
Warlock requires 3 Essence for 1st level and nearly no training or study (depending on pact nature). for their pact - and they need NOT be the alignment of their patron or show a holy symbol. Its an exchange of power, plain and simple. Warlocks do not get Piety.
The patron of a Warlock must come from an list of patrons in the Steel Realms who can exchange powers in a pact format.
A character may bond with a Patron without meeting the min. CHA requirements by sacrificing 1 point of WIS permanently and 4 Essence.
Patron (max Warlock level); expected sacrifice (if 3 essence not enough)
Unlike faith, Warlock requires no adoption of any creed or alignment per se, though every power the warlock uses is an act of supplication and must be examined through that filter. A patron may refuse a warlock at any time, due to the lack of immediate reciprosity or the breaking of the terms of the pact. Faith bonds allow much more flexibility in the greater picture - trespasses may be forgiven for a long term gain, or rather the ends justifying the means.

Pact Bond: What are proscribed and prohibited
colors
materials
food or drink
behaviors
causes
goals


Supplication: A character begs for intercession from a higher power, exalting that power and suborning their own, however great, temporal power before it. A deity must be visited this way through prayer and worship at proscribed times, to nourish the bond between the two. It is at these moments that the petitioner asks for continued support and use of powers, skills, and knowledge in the name of the deity and faith, in exchange for continuing to follow and exalt the tenets and serve the causes of the faith.

See Essence

Warlock at 3rd

Feywild glimpse. Fey
Void wash. Old
Rending despair. Fiend
Using SAN, dividing it up between area and damage. No save. Only the Warlock is unaffected.
= burst of power wash. San x 1m. San in dmg. And 1 level of exhaustion if 4+. San returns after short rest
Dc 15 san check chance for seepage. Elemental. Shadow. Fiend ... Minor to step through
A Warlock can only do this if their patron allows them - they must have gained Piety(1)... IE they must have done something great. This typically means they must have killed for them - a sacrifice of a chosen enemy. The act expends the good will and requires another act in favor of the patron to reclaim. 

Everdark (Fiend - no limit)
  • Warlock - Pact of the Chain
  • Warlock - Pact of the Blade
  • Warlock - Pact of the Tome
Gloombringer (Fiend - 4)
  • Warlock - Pact of the Chain
  • Warlock - Pact of the Blade
Sunstealer (Fiend - 8)
  • Warlock - Pact of the Blade
Malek (Old One - no limit if same alignment; 4 otherwise)
  • Warlock - Pact of the Chain
  • Warlock - Pact of the Blade
  • Warlock - Pact of the Tome

Elancil (Old One - no limit Gwinnish; 7 otherwise)
  • Warlock - Pact of the Chain
Ezrilus (Archfey - no limit if same alignment; 7 otherwise); 1 less essence if starting Grollen
  • Warlock - Pact of the Tome
The Witch of Dwindor (Archfey - 3)
  • Warlock - Pact of the Chain

Warlocks can bind an essence to a creature they summoned to keep it around until it dies. They can have a maximum bound HD = their SAN this way. 


Wizard

Wizard has optional 1 Essence component: Weave Sight
See http://incarna5thdnd.blogspot.com/p/converting-incarna-mystic-and-magic.html

Wizard - Abjuration
Wizard - Conjuration
Wizard - Divination
Wizard - Enchantment
Wizard - Evocation
Wizard - Illusion
Wizard - Necromancy
Wizard - Transmutation


Mystic Seeker: A character might take a spell caster class, but not be able to use spells right way. Training and knowledge is needed.

Step 4: Ability Generation

First, decide on an essence affinity and aptitude. No matter what, all characters will have enough essence to choose these. This will replace one of the ability generation rolls, using an improve 13 + D5 in place of 3 D6.

For all 7 abilities (adding SANity) roll 3D6 and if more than a single "1" is rolled, re-roll; re-generate the lowest final stat of the 7 and take the best of the 2. Arrange however you want. During this process, replace one of these with an improved one based on your essence choices (if you do this). You can see the correlation between Incarna Attributes and DnD Abilities.

Step 5: Essence

Essence (aptitude) is a core concept to Incarna and will continue to be. It will replace any rules governing how many magic items, cybernetic enhancements, etc. you can possess. Essence stays the core empowering rating for life (things that matter in the game). Essence has a base rating of starting (SAN+CHA)/2.
Essence can be raised! Each 6 character levels +1, and major accomplishments (plane traveling, campaign goals, etc.)
Can piety be exchanged for essence? Probably.

What can you do with essence? 
Race may determine their affinity, aptitude, and a primal vitality link - reducing starting essence choices.

Any temporary uses of essence return after a true Long Rest. 
  1. Affinity - Every character can choose a single Affinity at no cost and can only have 1.
    This must be taken at the time of character creation. must have essence
  2. Aptitude - Costs 2 essence per
    This must be taken at the time of character creation.
  3. Primal vitality - Cost 1 essence, can only buy once.
  4. Inner Strength: Each gaming session character can draw on their essence to use abilities normally out of reach by level. Cost = Take the difference between the required level and their class level and subtract this from the essence total; the ability is accessible for a single round. (MORE LATER - but the more you set aside, the more you can do this)
  5. Make "magical" items (MORE WAY LATER)
  6. Special Bindings
  7. Core Feats - are non-spell casting 1st level class abilities accessible to characters to "purchase" with essence in between level jumps.
  8. Power Well - With the "long rest" of DnD going from 1 night to the "gritty realism" setting of 1 week, you will be able to use essence to get access to powers as if you had a long rest during a short rest for 1 essence - it will not affect healing or the need for true rest, just the power well.
  9. Primal Vitality - cost 1 Essence: Full HD +1 at 1st level, +1 if average taken for a HD, and a +3 on all death saves for going to negative HP

Occult Affinity: Rolling a single primary stat of INT you get 14 + D4
Occult Aptitude: Multiclassing minimums are reduced to 13 for: Wizard, Fighter (eldritch knight only), Rogue (arcane trickster only) + A one time bonus of +1 to a single skill when one of the classes is assumed

Divine Affinity: Rolling a single primary stat of WIS you get 14 + D4
Divine Aptitude: Multiclassing minimums are reduced to 13 for: Barbarian (totem warrior only), Cleric, Druid, Paladin, Monk (way of the elements) + A one time bonus of +1 to a single skill when one of the classes is assumed

Psychic Affinity: Rolling a single primary stat of CHA you get 14 + D4
Psychic Aptitude: Multiclassing minimums are reduced to 13 for: Bard, Warlock, Sorcerer + A one time bonus of +1 to a single skill when one of the classes is assumed

Kinetic Affinity: Rolling a single primary stat of DEX or STR or CON you get 14 + D4
Kinetic Aptitude: Multiclassing minimums are reduced to 13 for: Barbarian, Bard (college of valor only), Fighter, Ranger, Rogue, Monk + A one time bonus of +1 to a single skill when one of the classes is assumed


Class Choices
@ Multiclassing: The minimum increases to 15 base.

Step 6: Hit Dice Roles

Choose average for class or role; not automatically maximum for starting characters. Minimum starting HD role is 2; re-roll any 1's. 


Step 7: Alignment

Alignment is nothing more than a Code of Conduct (its likely to be one of the foundations for gaining Inspiration uses - think of them like Action Points). Your class and race may preclude some options here. Class and locale may dictate alignment choices too

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Experience Points and Leveling

Experience points will not be used. Level increases are at the GM's discretion following accomplishments, attendance, and keeping up with challenges. Honestly, level increases are more for the sense of progress players needs, as the majority of encounters could be run around low-mid level parameters from start to end of a campaign. The emphasis is on story, intrigue, and then combat. 


In between leveling the GM will grant skill bonuses based on study time, access to Core Abilities with study time and use of essence points.

How will the lethality and danger of Incarna be reflected in the DnD variant?

Some of lethality comes in what happens in defining the short and long rest, and nerfing some of the automatic HP regain abilities. I do like that theres not a wide range of non magic and magic items (+3 is tops, though they do discuss +4 in DMG) but it also means less damage per weapon (offset by proficiency bonus is added to damage in some skills, and DEX can apply instead of STR on finesse weapons). Increasing critical hit ranges can help (though there is no "masterwork" so far, that one idea to restore a

masterwork concept).

We want to preserve some of the active/active play of Incarna but not unblaance with system.

Fighters have a parry maneuver for the battle master, but there should be an active defense options beside the dodge that is not as good. The fighter maneuver uses a reaction.

A general Parry action can be offered as a full regular action, that simply increases the AC of the defender by 2 and the damage by 2 if it hits; CAN A SHIELD PARRY? Yes, but you alwayts get the AC bonsu for the shield as it is


DMs can also just impose the law of average (within the variants put forward in DMG) and HP become just an average (which monsters are presented with) - keeping HP down to manageable levels. Lastly, theres the variants of critical hit results. I'm not a big proponent of rolling on a chart for some insane result of "head cut off", but whereas current mechanic is rolled + auto average, mine might be maximum x2. Theres a lot of ways to go and its a matter of balance. 

I prefer not to remove or nerf abilities (looking up errata differences can be consuming), but just make things a little more lethal.

Also see Tracking gear and use - durability of items

Initiative

Initiative will only get rolled on surprise or "unplanned" encounters?
Otherwise, its a 10 + init. modifier - no rolling???
No, we will be including the roll - no "Law of Average"

ARMOR

WEAPONS

Also see Tracking gear and use - durability of items
"Law of average": Weapons will just do average weapon damage on any hit.

[ideas right now]
Quality Weapons: These weapons cost 5x the normal, but do an extra point of damage, including a higher average damage if that option is used. 
Deadly Weapons: These weapons cost 20x the normal, but cause full damage on a hit
Fine Weapons: These weapons cost 20x the normal, but are +1 non magical
Durable Weapons: These weapons cost 20x normal, but are be used to block a blow as normal, but can be fixed after "useless" (though it is unusable until then) for 10x the cost of the weapon.
Balanced Weapon: Adds 1 to the critical range for the cost of 20x the normal (critical on a natural 19-20), to a maximum of 18-20 when combined with ability

"Arete" weapon is 50x normal; each property beyond the first adds another 10x in cost. 
Virtues are Arete

Tuesday, August 4, 2015

What will happen to the Incarna web site, Steel Realms content and all the adventures written?


Its not going away. I may continue to tinker with help.

Web Site: Will probably continue to use Jquery mobile as a UI experience layer.will upgrade and optimize. 

The new plan is to have the worlds and core concepts built as system agnostic as possible.

Example: web page http://www.incarna.net/game/essence - on the page will be the Incarna rules and DnD variant implementations in expandable boxes, with flash refence images for easy reference. There will be a default expanded section, the DnD section will be it going forward.
There will be an Index for each flavor not core incarna - example: DnD 5
... This is just an idea right now. 

The entire multiverse concepts, spark and all will be called the "Incarna Multiverse" and encompass (most likely) and or replace the basic Multiverse presented in DnD 5th  Edition. I will use the format and layout of the DMG for inarna web pages... More of a content template than anything else.

Adventures will be written as system agnostic as possible, possibly a dual layer with a second layer of stats. The system agnostic part can use the character adaptation labels to describe abilities and traits generically.

Races

The races will be integrated into the races of DnD. Each race will have a page detailing their character options. These will vary by social strata class and other elements.

Ducateon = Dawrves (with the Dumastorian bloodline - kobolds and trolls)
Orrish = Ork/goblin (yes, Orks get nastier in DnD)
Elves = Elves... Fey genus
Half Elves = Half Elves
Humans = Humans
Grollen = Gnoll
Halfling = Halfling... Skraeling human mix
Skraeling is a gnome with Essence tweaks

Locales

Locales will continue to grant penalties and bonuses to starting skills and abilities.


Existing Adventures


I would like some help in porting them to the new Incarna site

How do I translate Incarna concepts into DnD 5th edition?

The "Incarna" flavor/variant of DnD 5th Edition.

The blogger platform will handle all the discussions and development of this process.

The new Incarna WordPress site will handle the final conversion/translation details as a published set of home brew rules.

This post will contain links to other posts and pages which details out the concept conversions. 

See http://incarna5thdnd.blogspot.com/p/converting-incarna-mystic-and-magic.html

Overall Difficulty

This is increased in the Incarna variant. Incarna uses the "gritty realism" variant for the rests and regaining of powers.

  • Long Rest: 7 days
  • Short Rest: 1 night

Minor Feat = Trait

A feat from the PHB but without the ability adjustment.

Alignment

Alignment is nothing more than a Code of Conduct (its likely to be one of the foundations for gaining Inspiration uses - think of them like Action Points).

Abilities

Converting Incarna Attributes to 5th edition DnD abilities

Role vs. Roll Play

In terms of 5th Edition aspects...
The Role of The Dice: Middle Ground - see DMG p.236