New to UA: Looking for some suggestions [Archive] - Wizards Community

Post/Author/DateTimePost
Undead Fred

09-02-04, 12:53 PM
I just got the Unearthed Arcana sourcebook, and I thought I'd try it out by running a new game. I'd like it if people who've played with some of the optional rules in Unearthed Arcana to comment on some of the ideas I'm planning on for the game.

The game I had in mind would be a swashbuckling campaign, where armor would rarely, if ever, be used. In some ways it would be alot like the world from Stephen Brust's Vlad Taltos novels. It would take place mostly in a city, and the foes the PCs face would likely be other humanoids. Monsters would be extremely rare.

The campaign world would be a place of high magic, where a substantial minority of the population would know at least a few cantrips. Magic would be powerful and commonplace.

On the other hand, magic items would be rare and costly. The characters would be relying on their own abilities, not the abilities of their gear.

With that in mind, I'm thinking of using the following optional rules:

Gestalt: I'm looking for magic using Swashbuckler types here. Most PCs will likely want to have at least secondary casting capability, and with very few magic items around, self buffing will likely be very popular. Gestalt builds allow that flexibility.

Defense Bonus: With armor being restricted for social reasons, the characters will need some way to compensate.

Vitalizing I like the idea of making magic tiring. Most casters will rely on a mix of magic and physical skills to keep from burning out in a fight.

I'm concerned with making sure that the lack of magic items won't unbalance the game. Armor classes and saving throws will be quite low, making the game very lethal. Ambushes will be particularly lethal in this type of game, as the side that has a round or two to buff up will have a serious advantage over the other side.

If the game ever gets to higher levels, I'll probably look at getting rid of some spells, particularly shapechanging magic, which would be extremely powerful in this type of game.

Any other rules varients that make sense for this type of game?
Xeviat-DM

09-02-04, 05:52 PM
Reducing magic item quantities will unbalance the game, but maybe this could be countered by using gestalt classes. I'm weary of the vitalizing casting system, but only because I feel that the Spell Point system wasn't given enough thought.
shift244

09-08-04, 04:10 AM
i doubt reducing magic item quantities will be too much of a problem with the vairant casting rules and every character being able to cast spells. the group can afford to be buffed most of the time with spells that raise, Spot, Listen (ambush example) etc etc. or at least someone at any one time. especially with gestalt, rogue/sorcerer combos would likely be prime.

but then, it it does prove to be a burden, they heroes could then quest for some. though it would be nice to know how a magically dominant world woul have rare magical items. (other than the obvious "its hard to keep it there")