UA Variants I'm going to use [Archive] - Wizards Community

Post/Author/DateTimePost
WotC_Ted

02-24-04, 02:17 PM
In case anyone's curious, here are some UA variants I plan on using in my next game (and, no, they're not all ones I wrote):

Favored Environment
Craft Points
Armor Damage Conversion
Magic Rating
Metamagic Components
Spontaneous Metamagic
Spell Points
Legendary Weapons
Item Familiars
Buying off LA

I'm itching to see how these work in combination with each other.

Anybody else planning on or already implementing a list of UA rules?
Kravell

02-24-04, 02:26 PM
I'm using the one XP award for each monster CR, Magic Rating, Favored Environment, fractional multi-classing, and clerics giving up turning undead to get smite evil and aura of courage.

I never really liked turn undead and now the cleric can use smite evil every game, as opposed to turning which is not always an option. I suppose they could go a whole night without facing an evil opponent but I don't recall ever seeing it happen!

Favored Environment is the same idea. I don't have to try to toss in orcs for instance so a ranger can use a major class ability.

The simple XP system has saved me so much time I no longer consider it optional. I'll use it in every game from this point forward.
Quithion

02-24-04, 02:35 PM
I am currently planning on using

Item familairs ( I have always hated regular familiars. They seem like a liability. I distengrate your familar. Fail check you DIE ! )
Craft points
Reserve Points
Savage Bard
Paragons
Bloodlines
Prestigious Wizard class ( inspired by UA which is why i am lsiting it here )
Totem Barbarians
Legendary Items
Buying off LA
Aspects of Nature
Battle Sorceror
Azri

02-24-04, 02:49 PM
I like the weapon groups, since they add flexibility and flavor. I started assigning weapon group proficiencies to the major organizations in my camapign world. For example, an organization of paladins trains its initiates with maces, flails, clubs, and slings, since they like to beat down skeletal undead. It didn't make any sense for them to train with swords. I also like that weapon-specific feats can be applied to weapon groups. As a DM, I don't have to tailor magical treasure to the focus/specialization feats chosen by PC fighters.

I looked at bloodlines, but they appear to be suboptimal choices for character creation. For example, the half-celestial template beats the major celestial bloodline, with roughly the same cost (over the long run). I'll have to experiment with those rules.

I like the paladins of tyranny, freedom, and slaughter better than the similar ones presented in Dragon Magazine (and the artwork...nice!); however, I think the other alignments should have been represented (paladin of balance, paladin of order, paladin of chaos, etc.). I used them as written, although I dropped cause/remove disease and inserted 0th level (orisons) spells into the paladin spell chart.

Armor as DR is interesting. I can't imagine characters surviving at high level if armor functions solely as DR, since monster BAB might make all iterative attacks hit a character without an appreciable armor bonus. I'll have to test it out.

I was inspired, though, to tinker with the D&D system. That's probably the best thing I pulled from UA. I'm testing a scheme wherein armor bonuses from any source provide 1/2 DR (full plate +3 offers 5 DR, for example) in addition to the standard armor class boost. I created 3rd, 5th, 7th, and 9th level versions of mage armor (mage armor II, mage armor III, etc.) that provide armor bonuses of 6, 8, 10, and 12, respectively, along with the commensurate DR. I dropped arcane failure, but instituted a rule wherein spellcasters (even divine) suffer a penalty to all spell DCs equal to the armor skill check penalty of their combined equipment if they do not have the requisite armor or shield proficiencies. All spells now require a somantic component. So far, no one has made a tank mage; I'll have to see how it goes.
J. Grenemyer

02-24-04, 06:44 PM
Hello,

The only Variant that seemed to excite everyone in my group was Metamagic Components, which we adopted unanimously last night just before our regular game got started.

We're all going to take the time to have a good look at the book before we start proposing other variant rules to adopt.

:D
Archtyrant Terevoth

02-24-04, 06:59 PM
For my current campaign I'm only going to implement a few easy plug-in rules.

Buying off ECL, some of the alternate core classes (as additional options only) and complex skill checks, And possibly the alternate damage threshold's rule.

For future campaigns, I'm not even sure what I want to try. I'm considering giving recharge magic or spell points a try to give a new feel to the game, I'll probably throw in action points too as well as some of the class variants as actual core.

One other rule I'm considering is using the injury system for objects only. It'll deal with the problem of sundering being too easy, though it'll probably need some tweaking because as written it seems like sundering is almost totally impossible under the current rule.

And I love the test based prereqs for prestige classes. It makes them so much more fluid and prestigious instead of a powergaming tool.
JohnSnow

02-24-04, 07:54 PM
Just got my copy yesterday.

Here's my first idea.

Spell Point Variant: Vitalizing (UA, p. 156-157)

I like spell points (since Players Option: Spells & Magic!), but this is just COOL! Basically, spellcasters become fatigued as they cast spells. I'm also going to use some form of the optional Vitalizing Variant to:

"allow a spellcaster to exceed his normal pool of spell points, but at great personal risk. Doing so successfully requires a Concentration check (DC 20 + spell level). Each time a character...fails the Concentration check, he takes both lethal and nonlethal damage equal to the level of the spell cast."

I also like Charles Ryan's house rule for Slower Magical Healing (can't get rid of nonlethal damage) (p. 115) and replacing all casting classes with the Spellcaster (p. 77-78). There's a few "problematic elements" to this, but that's what a book of variants is for.

Basically, I like the flavor this gives to magic. Very "Channeller-ish" (i.e. Non-Vancian) in my opinion.

Try D&D Third Edition Customized, the other white meat. As the ads say...It's your game...PLAY IT!
Eric Anondson

02-24-04, 08:17 PM
Originally posted by WotC_Ted
Anybody else planning on or already implementing a list of UA rules?

Yup, I posted my list over on another thread, HERE (http://boards1.wizards.com/showthread.php?s=&threadid=184185) with the intent to get others to share what they were intending to use.

There are a great deal of other folks who have posted their UA variant playlists over on that thread as well. I think getting folks to post their variant playlists is a great way to "poll" which of the variant rules people favor the most. How else can we know which variants are the most popular if nobody knows which ones are used?

So come on folks! What are your playlists?


Regards,
Eric Anondson
Stormtalon

02-24-04, 08:59 PM
Well, initially, Sanity. Running an Invasion campaign in FR, and the PCs just offed Vlaakith & destroyed her phylactery -- only her spirit has somehow fled into the Underdark, specifically the abyss called Lorosfyr. Sanity is going to be a great way to get that whole madness-inducing property of the place going.

Haven't decided yet on any of the other variants I'll use.

Stormtalon
Nikdo

02-24-04, 09:25 PM
I'm lucky enough to be starting a new campaign in April. It's going to be a psionics campaign (minus all the silly crystal stuff) so there won't be arcane magic or divine magic. It will be one part Dune, one part Katherine Kurtz (the Deryni novels), one part Birthright, one part George RR Martin. Anyhow, from UA I plan to use the following:

- Vitality and Wound Points
- Defense Bonus
- Armor as Damage Reduction
- Complex Skill Checks
- Character Traits
- Character Flaws
- Weapon Group Feats
- Reputation
- Action Points
- Contacts

I'm sort of bored of standard out-of-the-box DnD at the moment so I'm going for something a little different. Now I just hope I can get my players as jazzed as I am...
Ashrem

02-24-04, 09:36 PM
I am going for the following

Charachter traits
Paragon classes (dwarves, elves,and drow only)
Sanity
Reputation
metamagic items
Paladin of tyranny
Planar ranger (since one the party ranger has onloy fiendish favored enemies)
A few of the precreated envoromental races to fill up the worl even more
and plus I am using my own variant on summoning based on the variant in the DMG and in one issue of dragon magazine.

I think thats about it.
Jack Daniel

02-24-04, 10:37 PM
Here's the short list:

Wounds & Vitality
Armor as Damage Reduction
Class defense bonus (d20 Modern, not UA)
Action points
Magic points (my own design, not UA spell points)
Prestige bards, paladins, and rangers, with prestige ninjas and psychic warriors added for good measure.
Racial paragons
Weapon group proficiencies
Level-Independed XP Awards
JoAT

02-24-04, 10:47 PM
Accidently posted my whole list and all the various changes I've been contemplateing to it's own thread a few hours ago, rather than bump the other playlist thread - Here's the short, easy to read version.

Races:
Bloodlines
Racial Paragon Classes

Classes:
Totem Barbarian
Cloistered Cleric
Monk Fighting Styles
Paladin Variants
Urban Ranger
Specialist Wizard Variants
Favored Environment
Whirling Fury
Aspect of Nature
Gestalt Classes

Building Characters
Complex Skill checks
Character Traits
Spelltouched feats
Weapon groups

Adventuring
Armor as Damage Reduction
Armor Damage Conversion
Action Points

Magic
Metamagic Components
Recharge Magic Items
Legendary Weapons
Item Familiars
Incantations

Campaigns
Taint
Sanity
Test-based Prerequisites (PrC dependant.)

House-Ruled, Undecided Or made Classes specific:
Craft Points (Largely undecided -I'd like to play with this to make it the prime system of magic item creation in a campaign, rather than an in-a-hurry rule)

Defense Bonus (Heavily played with - came up with my own chart and some new classes features for a couple heavy metal classes)

Reserve Points (Fighter is given a small amount of reserve points as a class feature)

Recharge Magic (Working on making this a vitalizing system, as well)
HappySnappySocks

02-25-04, 01:09 AM
What we're definitely using:

Racial Paragons (modified for Krynn races)
Buying off LA
Weapon Groups
Complex Skill Checks

What we may use:

Metamagic Components
Spontaneous Metamagic
Reputation
Recharge Items

HSS
Count Arioch the 28th

02-25-04, 01:53 AM
What I intend to use:

All variant classes (Wiht the Arcane domains being added to Sorcerors instead of wizards, wizards get alternate specialist classes)
Armor as DR
Wound/vitality points
Item familiars
Craft points
Weapon groups
Taint
sanity (Used lightly)
Tenzhi

02-25-04, 03:00 AM
Thus far I've only had time to skim the book. A few things that I was already using with almost the exact same rules:

Level-Based Skills variant - I went to this about 6 months ago, which was just a few months after I had started using the Maximum Ranks, Limited Choices variant (for me, these were just obvious ways of simplifying the skill system). Now, I'm considering a sort of amalgam of the two: the character chooses a number of skills known at character creation from his class skill list (or he can use two selections to get a skill not on his list) - the chosen class skills have ranks equal to character level, other class skills and chosen cross-class skills have ranks equal to 1/2 character level rounded down, and all other skills are at zero ranks.

Armor as Damage Reduction - I had been using the same rule for some time with a few minor differences in the armor bonus dept. - even going so far as to determine natural armor DR by dividing by 5... great minds think alike. :p

Class Defense Bonus - like some others, I abducted... er... adapted this rule from d20 Modern. Though I think in d20 Modern it stacked with armor (forgive me if it doesn't, it's been awhile since I tinkered with d20 Modern) whereas in my campaign it didn't - the whole point (in my mind's eye) being to make light fighters more viable.

Other variants that I will be adapting from/because of UA:

Gestalts - with a few alterations, I'm replacing normal multi-classing altogether with this variant.

Level-independent XP - What can I say, I like the idea.

Weapon Group Proficiencies - Another idea I just automatically liked.

I'm intrigued by other concepts (variant classes, generic classes, bloodlines, just to name a few) but I'm unsure what else I may be considering for my next campaign. I already have a plethora of other changes I'm wreaking upon the rules to force them to submit to... uh... to my... will... er... that is... yeah.
The White Sorcerer

02-25-04, 04:12 AM
Here's a rather unshort list of the stuff I'm going to use for my next campaign:



Totem barbarian
Bardic sage "Sage"
Divine bard "Cantor"
Savage bard "Skald"
Cloistered cleric "Priest"
Druidic avenger "Avenger"
Thug
Monk fighting styles
Paladin variants
Urban ranger
Wilderness rogue "Scout"
Battle sorcerer "Warlock"
Domain sorcerer
Specialist wizard variants
Favored environment
Whirling frenzy
Planar banishment
Alternative skill system
Character traits
Character flaws
Spelltouched feats
Weapon group feats
Armor as damage reduction
Vitality and wound points
Action points
Item familiars
Contacts
Reputation
Honor
Level-independent XP awards
The Morninglord

02-25-04, 04:36 AM
This list will probably grow longer as I get a better look at the contents of the book, but so far this seems interesting.

What I will most likely use:
Variant Races
Totem Barbarian
Monk Fighting Styles
Specialist Wizard variants
Favored Environment
Planar Banishment
Aspect of Nature
Spelltouched Feats
Weapon Group Feats
Legendary Weapons
Item Familiars
Incantations

What I may use:
Bloodlines
Action Points
Sainity
Greg K

02-25-04, 09:57 AM
What I will use:
1) Wilderness Rogue (been using since before UA)
2) Favored Environment (been using since before UA)
3) Cloistered Cleric (but with changes to class features)
4)Divine Bard (but remove disguise, escape artist, sleight of hand, tumble as class skills)
5) Bardic Sage (but remove disguise, escape artist, sleight of hand, and tumble as class skills)
6) Battle Sorceror
Other Class variants
Barbarian (but not limited to archery path)
Wizard
7) Spontaneous Divine Casting
8) Spontaneous Domain Casting (been using since before UA)
9) Paladin, Ranger as Prc
10) Character Traits
11) Character Flaws
12) Weapon Groups (was already using before UA, but in slightly different way)
13) Armor as DR or Damage conversion (not sure which)
14) WP/VP or Injury (not sure since both need more work)
15) Combat facing and hex grid
16) Action Points
17) Summoned Monster Variant
18) Planar turning
19) Magic Ratings
20) Spell Points
21) Spell Point Variant: Vitalizing
22) Spontaneous metamagic
23) Reputation
24) Item Familiars
25) Legendary Weapons (but no Scion classes)
26) Class Defense bonus (with more along the lines of Wheel of Time so that the bonus from armor will stack).
27) Specialist Wizard and/or Domain specialist, but with the exception of a few spells, there will be a penalty to spells from outside one's specialty.

[Other things I will use from outside of UA are d20 Modern feats: Brawl, Combat and Defense Martials (in place of Improved Unarmed Strike); Blood and Fist Martial art feat styles; Green Ronin's Shaman, Witch, and Psychic classes; my own druid variant which I posted on Sean Reynold's site. my own fighter variants ]

What I will use at some point
1) Environment racial variants (but why were no human variants given?!)
2) Generic Classes: its about time
3) Blood lines: fits a campaign idea that I have had for a long time
4) Incantations


What I will never use:
1) Paragon classes
2) Gestalt Classes
3) Totem Barbarians: This is not the barbarian variant I wanted
4) Savage Bard
5) Monk Fighting Styles: This is not the Monk variant that I wanted
6) Paladin Variants for alignment. I'll use Prcs
7) Backgrounds: I would liked to have had the occupation system from d20 Modern
8) Planar Ranger
9) Reserve Points
10) anything else in the book
Krelios

02-25-04, 10:11 AM
I have always hated regular familiars. They seem like a liability. I distengrate your familar. Fail check you DIE ! You don't die when your familiar does--I think that's a harsh interpretation of 2nd ed rules. You do lose xp, but if someone's high enough level that they're disintegrating your familiar and not you, you can probably afford it.
Magus_Extreme

02-25-04, 10:27 AM
hrmm.. lets see. I'll be running a Warcraft RPG game soon, and i love some of the stuff in UA.

Ones i'll definately be using
Paragon Races (totally different classes, though, as each race is different than the dnd norm. even humans)
Prestige Bard (modified to a 10-level progression instead of 15)
Character Traits and Flaws
Weapon Group Proficiencies (bout time!)
Craft Points (without these, tinkers are literally useless)
Action Points
Magic Rating
Summon Monster variants
Spell Points: Vitalized
Recharge Magic
Incantations
Reputation
Taint

Ones i might use:
Class Defense Bonus
Armor as DR
Injury
Razz

02-25-04, 12:30 PM
Here's my list:

What I Will Use
Chapter 1
---Reducing Level Adjustments
---Bloodlines (player's choice whether or not he wishes to have one, even if his bloodline is tainted, eg. tiefling)
---Racial Paragon Classes (wish they made more, they missed aasimar and genasi)

Chapter 2
---Everything in Chapter 2 EXCEPT Paladin Variants (not interested), Spontaenous Divine Casters (we have the Favored Soul from Miniature's handbook for this), Level Check Turning (eh, not sure how Divien Feats like Heighten turning and stuff would work), Planar Banishment (ruins the purpose of the epic feat Planar Turning and certain prestige classes), Prestige Bard/Paladin/Ranger (not my style), Gestalt Characters (DBZ anyone?), Generic Classes (too bland), Multiclassing Variants

Chapter 3
---Everything except for Alternative Skill System (too complicated)
---Complex Skill Checks (dpeends on situation of when I will use it), Weapon Group Feats (will exist side-by-side with class proficiencies, will be used as a way to have Weapon Focus, Improved Critical, etc. on multiple weapons), Craft Points (all feats except for Talented Crafter will be ignored)

Chapter 4
---Massive Damage (variable result where you roll d10 to see where your negative hit points are at and scaling the saving throw)
---Combat Facing (not used in large battles, only small, quick ones, or climactic battles)
---Out-of-Turn Dodge

Chapter 5
---Metamagic Components
---Legendary Weapons (I wish there were guidelines to create more types)
---Item Familiars
---Incantations
---Recharging Magic Items (2E classic)

Chapter 6
---Contacts
---Reputation
---Honor (honor score system)
---Taint (Oriental Campaigns only)
---Tainted Prestige Classes
---Sanity (used sparingly, only if situation should call for using this rule)

Dungeon Master's Guide
---Sapient Mounts
---Striking the Cover
---Automatic Hits&Misses
---Clobbered
---Massive Damage based on size
---Instant Kill
---Critical Misses
---Critical Success or Failure
---Spell Roll (player chooses to either keep the base save DC or to roll for the DC each time a spell is cast)
---Power Components
---Summoning Indivual Monsters (characters receive a number of monsters per spell level equal to their class's primary ability score plus 3, so a Wizard with 19 Int. will have 7 monsters to choose for each spell level)
---What Disabling a Device Means
---New Magic Items
---Nonmagical Psionics
---Less Lethal Falls
Giant in the Playground

02-25-04, 02:09 PM
The only rule that is definitely going right in right now for me is Reputation. Actually, I should say that my current Reputation system (which was based off the Star Wars rules) is going to be replaced with the UA system (which is also based off the Star Wars rules). I don't even exect anyone's score to change.

Similarly, my campaign technically already had a 10-level prestige paladin that I created, but since no PC has ever taken it there will be no harm in switching to the 15-level one.

I'm also considering Craft Points. One of the PCs in my game has two Item Creation feats, but the campaign recently took a turn towards the adventurers suddenly being fugitives from justice, which will cramp his item-creatin' mojo considerably. Craft Points would let him pull things off like sneaking into a laboratory for a single day to "finish up" an item he's been working on.

Everything else I like will pretty much require that I wait until a new campaign. That would include: VP/WP, DR-armor, Magic Rating, Action Points, and maybe Class-based Defense. Most of the rest of the stuff I don't care for that much.
The Voice of Sauron

02-28-04, 11:45 PM
I just bought UA and had the luxury of a couple hours to page through it. The two things that I will almost certainly use in my next campaign are Spell Points and Weapon Groups. I'm also considering Armor as Damage Reduction and the Slower Magical Healing houserule, along with a homebrewed houserule increasing spell save DC's to 15+spell level+ability score mod (intended to give spellcasters more credibility against high-level opponents). It's also concievable that either a non-mechanical reputation system or the honor rules may make an appearance.
Wil_Hyral

02-29-04, 12:32 AM
Originally posted by Count Arioch the 28th
What I intend to use:

All variant classes (Wi(th) the Arcane domains being added to Sorcer(e)rs instead of wizards, wizards get alternate specialist classes)
Armor as DR
Wound/vitality points
Item familiars
Craft points
Weapon groups
Taint
sanity (Used lightly)

This is the closest thing I've heard to what I'm using. I'm also using spell points and gestalt in testing. But the sanity thing is just like my campaign's ideal setting.
Keldar

02-29-04, 12:43 AM
We're currently trying out several options from UA in our current game.

We've tried Class Defense Bonus and Armor as Damage Reduction, but found they devalued higher armor types far too much for our liking.

Things we're currently trying...
Racial Paragons...very nice so far
Varient Classes & Class Abilities... only the Martial Wizard so far
Weapon Groups... makes for more variety in each class, and ties a character less tightly to a specific weapon. Very nice.
Spontanous Metamagic... Easier to use than normal
Alternate Magic System... Not from UA, but from AU. Not as versitile as spell points, but using it in a game disrupts balance less. And its a heck of alot more user friendly than the 'ol Vancian system.

What we're trying out in the very near future...
Action Points... hey, they work for D20 Modern!
Bloodlines... Just waiting on a PC to take one
Metamagic Power Items... Looks interesting

What we really don't want to use...
Sanity... The rules are just to long and involved for use in any game thats primary focus isn't horror.

All in all, UA has plenty of nice material, I'm looking forward to giving alot of it some use. Now if there were only more varient class abilities...... :D
Vaalingrade Ashland

02-29-04, 12:58 AM
Intergrating into Ere Campaign:

Paragons
Item Familiars
spontanious divine
Battle Sorcerer
Action Points
Aspect of nature druids


Adding to new Campaign:

all the above
spell recharge
backgrounds
Reputation
Contacts
legendary weapons
Uruush

02-29-04, 04:26 AM
Originally posted by Keldar


We've tried Class Defense Bonus and Armor as Damage Reduction, but found they devalued higher armor types far too much for our liking.


What do you mean by this? I don't like the way they are right now too, so I'm tweaking them considerably, but what does "higher armor types? mean? :)
Lavis Knight

01-06-05, 08:24 PM
I'm using the one XP award for each monster CR, Magic Rating, Favored Environment, fractional multi-classing, and clerics giving up turning undead to get smite evil and aura of courage.

Anyone know what page i can find this ^_^? Thank you.
tompulsar

01-07-05, 05:34 AM
Hi all. My group has been usung the Armor as Damage Conversion rule since the start of our current campaign and we just love it. The threat of character death is greatly reduced for tanks and it really fit the swashbuckling feel of out game.

Also cool is the fact that you can beat up a hoard of low level thugs and still feel like a hero because you haven't murdered a room full of people over some name calling or spilled ale.

I highly recemend it. :)