| Post/Author/DateTime | Post |
|---|---|
| Jonrea10-30-05, 02:56 PM | What exactly is Unearthed Arcana. All I know about it is that whenever I mention buying it, my DM says "I don't want to see your guy fall off a cliff anymore than you do" or something along those lines. But everyone in our group is fairly new, so I suspect that DM doesn't really know much about it either. |
| Lord Schpungus10-30-05, 03:29 PM | Unearthed Arcana is a book of variant rules. Slightly modified classes, races, and rules. Most of the classes and races are wonderful, being on-par with the core rules. The variant rules, like wounds/vitality, armor as DR, taint, sanity, etc I don't have much experience with, but the vairant classes and races are nothing to be afraid of. |
| Gray stranger10-30-05, 04:06 PM | Your Dm is probably overreacting, my DM always overreacted that way when I talked about playing something non-core, until we actually played non-core now that I think of it, Unearthed Arcana is actually my favorite book, all the variant rules intrigue me... |
| Jonrea10-30-05, 04:33 PM | Varient in what type of way? |
| Cymraegmorgan10-30-05, 04:54 PM | Varient in what type of way? Totem Borebarians. Divine Bards. Druidic Avenger. Monks with specific fighting styles. Planar and urban Rangers. Paladins of LE/CE/CG. Wilderness Rogue. Battle Sorcerer. Wizard Domains. Racial Paragon classes. Generic Classes. AND MANY MORE!! |
| Divine Wrath10-30-05, 05:10 PM | One of my more favorite ones is the gestalt class system. You select two classes each level that you may normally select. You use the best traits that the two classes share and keep anything else. For example: a paladin gets a d10 hit dice, +1 atk per level, a good fortitude save and 2 + int skill points per level. A sorcerer gets a d4 hit dice, gains +1 atk per 2 levels, a good will save and 2+ int skill points per level. Selecting the two with gestalt rules will effectively give you a class that has a d10 hit dice, +1 atk per level, a good fortitude and will save and 2 + int skill points per level (it isn't superior in either class). Neither class share any class features beyond that so they keep both including the ability to cast both paladin and sorcerer spells. Another one I liked is the weapon groups optional rules. The simple, martial and exotic weapon groups are scraped and replaced by weapon groups such as Heavy blades or bows. Being proficient with a weapon group not only makes you proficient with the weapons inside the group but also feats such weapon focus applies to the groups as whole instead of a single weapon. Because of that, you are free to use similar weapons with equal proficiency without reducing your effective combat capacity. There are many others variant rules, if you feel that you game needs something new to make it more interesting, this could be the book you need. |
| Verelor10-30-05, 05:11 PM | You can find a free priview here, listed under Varient Rules: http://www.d20srd.org/ |