Unearthed Arcana almost 3 years now... [Archive] - Wizards Community

Post/Author/DateTimePost
meatpuppet

01-05-07, 06:43 PM
I was just wondering,

In your opinion, what are the variant rules from UA that have "stood the test of time"?
enlightened

01-06-07, 02:18 AM
I was just wondering,

In your opinion, what are the variant rules from UA that have "stood the test of time"?

Bellcurve rolls. .....3D6 baby :D

Once we switched, we never looked back. We haven't used D20s since last winter.

Armor as DR has also fully taken root with us. I can't imagine us ever not using those two.
legophreak

01-06-07, 02:58 AM
Weapon Groups. Love how this works. Makes Weapon Focus and all those feats seem more worthwhile then before.

Recharge Magic. Slow to appreciate in the beginning, but it's starting to grow on people as they become more familiar with it.

Class Defense Bonus (for Asian themed world...think lots of monk-types :D ) 'nuff said here i believe.

Craft Points. When you just wanna be done with making that item.

Sanity. Ahh yes, nothing like a touch of Cthulu in your game right?

Contacts. Friends are good...especially when they can do stuff for you.

I think that's it. Wow...didn't realize we adopted so many of those rules. Money well spent it would appear.
Merryadocc

01-06-07, 03:41 AM
SPELL POINTS!
Although I use a variant I converted from the tables in the PHB (cost of the slots to spell points, and I conplately ignore the section casting spells on page 155 except for spell point costs) I can't give it up no matter how I try, the Vacian system just doesn't work when we are trying to roleplay. Having a larger range of spell options available to the casters that have to choose a list of spells to cast from everyday actually encourages roleplaying. I am actually seeing wizards cast divinations, and have rarely used spells ready just in case, it's great. :)

Paragons are usefull.
The LA buy off rules I ignore, it sees more metagaming than roleplaying.
I haven't had enough experienced players to try the other rules out.
Thanks to my experience with Shadowrun (don't buy 4th Edition, it sucks) I already have a behind the screen "contacts" system.

Even if you don't use all the rules it's a great ideas book.
The original Unearthed Arcana for 1st edition is what really helped DnD out shine other RPG's. They where the first to instigate optional rules in there own rulebook. It makes the idea of roleplaying rules being a set guidelines not hard and fast rules seem more genuine, and helps the game to no end.
legophreak

01-06-07, 11:09 AM
Paragons are usefull.

I totally forgot about Paragons. We use those too. :)


Thanks to my experience with Shadowrun (don't buy 4th Edition, it sucks)

What's wrong with Shadowrun 4? I personally like it very much.

But then again, having the new rules explained to you at GenCon by some of the designers helps sway your perception of the game quite a bit.
Paladin's Pride

01-06-07, 11:46 AM
Spontaneous Metamagic--When 4th edition rolls around, this needs to be the standard metamagic rules (the 3/day version, not the sacrifice massive amounts of spells version).

Other than that one, I've tried alot of the rules in unearthed arcana, but none of them feel essential.

Weapon group rules are interesting, but they really inconvenienced the group when they had to fight a lich and club was the only bludgeoning weapon anyone was proficient with.

I also think alternate death and dying rules show promise, but the rules in unearthed arcana make it too hard to die.

I also like the idea behind reputation, but as it stands it only tends to benefit the party face (usually the bard). However I could see reputation adding as a circumstance bonus when one uses the affiliation rules out of PHBII (which I love), then reputation could be very useful.
DreadArchon

01-06-07, 07:04 PM
I like Bloodlines much better than standard LA stuff.
meatpuppet

01-08-07, 12:24 PM
Funny,

I don't use it but I was sure someone would mention the "Vitality & Wound points" variant.
Rivelstraz

01-10-07, 09:54 AM
Spell points, paragons and bloodlines for now.
Darth_Singe

01-10-07, 09:20 PM
My players LOVE the Reputation rules. Whenever they do really cool stuff, I give them som Rep points, and they are constantly making Rep checks.

I used Armor as DR for years, but in the end it only worked well at lower levels.

I use the LA buy off rules, and it worked well for the party's Drow. By the time he can buy off the LA, his extra abilities aren't much better than what the pc's can do at that level anyway.

I also like Action Points. I can't run a game without them anymore, and I wouldn't even think of playing in a game without them.
Tim4488

01-11-07, 08:35 AM
Weapon Groups. I am completely in love with weapon groups. Especially how they handle exotic weapons. The flavor's way better too (why aren't clerics of Kord proficient with the Greatsword? Now they are!) The trick is just making sure people have back-up types.

Skilled half-elves are standard in my game. They make the race a lot more useful, and it makes sense, if you ask me.

Contacts are nice, though my parties haven't gotten too in depth with them yet.

I use some of the environmental races, though not all of them. So far no PC has picked them up, but they're available, and still good for NPC's.
Nani?

01-11-07, 08:59 AM
I've used the invocation rules several times and I loved them. Think the scene from Raiders of the Lost Ark and you can see how they can work.

Skilled half elves and racial paragons are standard.

As a player, I used the desert elves and enjoyed them. The class varient are also favorites.

All the Best,

Nani?
AriesOmega

01-11-07, 09:04 AM
I LOVE this book. I bought it after flipping through a few pages. Here is what I use...

Vitality & Wound Points
Armor as DR
Weapon Groups
Spell Points (yes...as is)
Spontaneous Metamagic - dump points into it version.
Power Components for Metamagic - For those who don't want to dump points into it and learn a feat.
Prestige Bard, Ranger and Paladin
Variant Paladins...but as a prestige class rather then Core Class.
Test Based Prerequisites for Prestige Classes

I need some help with things. Unarmed strike and subdual damage. Monks...okay they do lethal damage and I get that. But what about everyone else. How does that work with Vitality and Wounds with both people with VP and WP and those with just WP...like a villager (commoner 1st lvl). Same with armor...can you pop someone and not do damage? What about if your DR is higher then the damage they did with the dagger/fist/whatever they hit you with. Weapon groups....do you need to take Exotic Weapons for each category you want to learn or does it cover all of them? Lastly....test based prerequisites...has anyone came up with them for the prestige paladin, prestige ranger, prestige bard or any other prestige class for that matter?
Keoki

01-11-07, 10:33 AM
Flaws seem to be holding up well, as they're still featured in Dragon magazine now and again. Traits also popped up the Shackled City HC. I like weapon groups, too, except for Weapon Group Proficiency (exotic) giving proficiency in ALL exotic weapons. Spell points I don't count, since so many DMs had been using similar house rules for so long.
legophreak

01-11-07, 03:37 PM
I like weapon groups, too, except for Weapon Group Proficiency (exotic) giving proficiency in ALL exotic weapons.

They would only have proficiency in ALL exotic weapons if they possessed ALL of the Weapon Groups.

You only gain proficiency in the exotic weapons that fall into the Weapon Groups you already know.
Darth Sephiroth

01-11-07, 04:29 PM
VP&WP is something that I find best used in situations where you aren't dealing with Undead or Constructs because they mess things up for it because they either have to revert to HP which is tricky or start with no wounds which is a very bad thing
legophreak

01-11-07, 04:49 PM
VP&WP is something that I find best used in situations where you aren't dealing with Undead or Constructs because they mess things up for it because they either have to revert to HP which is tricky or start with no wounds which is a very bad thing

yeah, but having no wound points doesn't matter all that much because you can't land crits on the undead or constructs anyway.
Keoki

01-11-07, 07:28 PM
They would only have proficiency in ALL exotic weapons if they possessed ALL of the Weapon Groups.

You only gain proficiency in the exotic weapons that fall into the Weapon Groups you already know.

Right. So there are weapon groups which, combined with Weapon Group Proficiency (exotic), give proficiency in two or more exotic weapons, making this feat more potent than in the core rules.
legophreak

01-11-07, 09:57 PM
Right. So there are weapon groups which, combined with Weapon Group Proficiency (exotic), give proficiency in two or more exotic weapons, making this feat more potent than in the core rules.

Right. I guess for me and my games it isn't that big of a deal. Being proficient in lots of weapons (and exotic for that matter) just opens up more options for the melee types.

Cuts down on all of the duplicate weapon specific feats and gives you more flexibility to take other stuff.

Either way, it's all good. One of the better variants from that book i think.
Greg K

01-12-07, 09:17 PM
Environmental Races
Class Variants
Paladin and Ranger as PrC
Favored Terrain
Weapon Groups
Action Points
Armor as DR
Spontaneous Divine Casting
Spell Points w/ vitalizing
Reputation
Contacts
Incantations

Poorly implemented in UA but work good in other games where designers took the time to fully develop/alter the rules to work:
Class based Defense
Injury System
WP/VP
TheDarkLord

01-15-07, 12:47 AM
1. Weapon groups
2. Gestalt (Full spellcaster on one side, meleer on the other, we like to rotate room entry alot).
3. Contacts
4. Favored Terrain
5. Bard and Paladin PrC
6. Several Varient classes
7. Variant on the Craft point system.
AriesOmega

01-15-07, 10:40 AM
I need some help with things. Unarmed strike and subdual damage. Monks...okay they do lethal damage and I get that. But what about everyone else. How does that work with Vitality and Wounds with both people with VP and WP and those with just WP...like a villager (commoner 1st lvl). Same with armor...can you pop someone and not do damage? What about if your DR is higher then the damage they did with the dagger/fist/whatever they hit you with. Weapon groups....do you need to take Exotic Weapons for each category you want to learn or does it cover all of them? Lastly....test based prerequisites...has anyone came up with them for the prestige paladin, prestige ranger, prestige bard or any other prestige class for that matter?

What no love from you all here on the WOTC message boards? Can a DM get a hand here?
V8122

01-15-07, 10:49 AM
Paladin of Tryanny.LE is awesome.

Bloodlines. Imagine a Vampire-bloodline-ultilthid-alhoon:devil:
thenotoriousJIM

01-15-07, 08:48 PM
my group allows for a bunch of the class options. We are not power gamers, but a couple of us feel that rangers should not cast spells or have animal companions, so we use variants to change base characters around.

As for paragons, the Orc is the only one i think any of us has taken. It gives full BAB and is nice for a fighter. The rest mess up spell progression or full BAB too much
Darth Sephiroth

01-15-07, 11:47 PM
I'm currently playing a character with all 3 Human Paragon levels.

(Battle Sorcerer 5/Monk 1/Human Paragon 3/Sandshaper 7)
Artifact

01-16-07, 02:05 AM
I've gotten the most use out of Action Points (as someone said, can't play without 'em now) and Spontaneous Metamagic (which as someone also said, ought to be made standard in 4th edition).

Also to note: I prefer Action Points as refined in the Eberron setting, but the UA version work just as well, if that book's not available.

In my setting, I also make use of the Prestige Bard, Paladin, and Ragner. In this case, UA has been invaluable to me.

The whole book is pretty damn cool; by far, its one of my favorites for 3rd edition. I hope they eventually do more just like it ;).
starfire311

01-16-07, 11:38 AM
What no love from you all here on the WOTC message boards? Can a DM get a hand here?

I think your problem is that this is off-topic, so people just over look it.

anyway, in my VP/WP system, there is no lethal vs non-lethal VP damage, VP damage is jsut that VP damage. once VP are gone any WP you do can be non-lethal or lethal, once the amount of non-lethal damage you have taken exceeds your remaining WP you are rendered unconscious.
The_Levitator

01-16-07, 12:57 PM
I can't speak for other gaming groups, but these are the UA variants that have stuck with our group:


Variant Character Classes
Spontaneous Divine Casters
Defense Bonus
Armor as DR (although we use a version closer to IH)
Combat Facing
Contacts
Reputation
Honor
Taint


The most popular variants we use are Defense Bonus, Armor as DR, and Combat Facing. We've altered a couple of them to fit our gaming style a little better. For example, for the Defense Bonus, we just simplified it to equal a creature's BAB. And our Armor as DR version is much closer to the Iron Heroes version. We also added an "engaged" rule to our Combat Facing to avoid leapfrogging.

Our group is quite thankful for UA, as they all prefer playing in a group designed system rather than playing Core. We try out all kinds of variants and houserules; some stick and some get tossed. The key is finding the things that make the game as enjoyable as possible for your group. Having a resource like UA just makes that process of "fine tuning" your game much easier! :D
Tarionz_Cousin

01-18-07, 10:33 PM
What no love from you all here on the WOTC message boards? Can a DM get a hand here?

Yeah, many people read the first post and then post their own favorite UA stuff. I think you would have more success starting your own thread.

---

I like Power Components for story creation, especially for NPC villains.
draco1119

01-22-07, 07:40 AM
What's wrong with Shadowrun 4? I personally like it very much.

But then again, having the new rules explained to you at GenCon by some of the designers helps sway your perception of the game quite a bit.
It's not the rules that bother me, it's the flavor. Ever played 1st, 2nd, or 3rd Edition? If so, you know what I mean.
Skilled half-elves are standard in my game. They make the race a lot more useful, and it makes sense, if you ask me.
I've been wondering, though: what's better, one Feat at 1st level, or an extra skill point/level? IMHO, if it's the latter, the half-elf should get the Bonus Feat, and the skills should stay with the Humans.
Zumarai

01-22-07, 10:35 AM
-Race variants (desert elves etc)

-Class variants (divine bard, paragons, non spell casting paladin/ranger etc)

-Spell Points

-Item Familiar

-Bloodlines

-LA buy off
Tim4488

01-22-07, 05:11 PM
I've been wondering, though: what's better, one Feat at 1st level, or an extra skill point/level? IMHO, if it's the latter, the half-elf should get the Bonus Feat, and the skills should stay with the Humans.

The feat's better, but half-elves do get some nice stuff. Resistance to enchantments, slight bonus on perception skills, enough that adding a feat would make humans unattractive. The skill also works in better as half-elves are supposed to be diplomats and tend towards Bard, Rogue, Ranger - skilly classes.
meatpuppet

01-25-07, 08:54 AM
In light of this thread, it seems to me that the following UA variants have "stood the test of time"

- Paragons
- Bloodlines
- Armor as DR
- Weapons group

Thank you all for your replies :D
RobbyPants

01-25-07, 03:40 PM
I'm using:

Flaws and traits (although most players don't choose them too often)
Spell points - Just started this campaign, and will probably continue to use it (although the sorcerer seems to get less benifit than the wizard... perhaps bonus feats are in order)
Facing - I'm not sure if I'll continue to use this one... makes flanking harder for rogues

Back in 2E I came up with a similar system for armor as DR. It worked okay, but it only lasted one campaign. I may use the UA varient later. It seems pretty cool, but it has it's obvious balance issues as PC levels increase.
ZiggZagg

01-25-07, 03:57 PM
My group has found a lot of fun in the Gestalt set of rules. We haven't run a single class game in over 2 years now.
The alternate experience table at the back has helped my life immensely as a DM. It is quick and easy to use.
Flaws have also come into play. They definately help flesh out your character along with getting that one extra feat you need.
I also like the bloodline and paragon classes, though we haven't used them that much
trapspringer

01-29-07, 03:34 PM
The alternate experience system, the battle sorcerer, paragons, sanity, all the new races, all the class variants, and action points.

Still in the top three on my list of supplemental material.
DragonBringerX

01-29-07, 05:27 PM
Funny,

I don't use it but I was sure someone would mention the "Vitality & Wound points" variant.

i do... mainly for survival horror, but none the less. Not for all my games, but for a few.
Tytalus

01-31-07, 04:15 AM
Stuff I like/use:

- Variant class features (incl. specialist wizards)
- Generic classes
- Gestalt
- Flaws & traits
Tim4488

01-31-07, 06:42 AM
The alternate experience system, the battle sorcerer, paragons, sanity, all the new races, all the class variants, and action points.

Still in the top three on my list of supplemental material.

No personal offense intended, but :yuck: to the battle sorcerer.
Greg K

01-31-07, 12:57 PM
No personal offense intended, but :yuck: to the battle sorcerer.

Too each their own. In my opinion, the battle sorcerer is what the duskblade should have been:D Well, almost, we use a house rule that allows the sorcerer eschew materials at first level and a bonus metamagic feat at levels 5,10,15,20. in the case of the battle sorcerer, they may choose to substitute a bonus fighter feat in place of a given metamagic feat.
ravenshrike

01-31-07, 03:41 PM
The LA buy off rules I ignore, it sees more metagaming than roleplaying.

Depending one the race, you could roleplay it as the character in question in his spare time trains to minimize his skills dependency upon his naturally gifted abilities. Obviously for an LA'd race chock full of SLA's this wouldn't really work, but for the more physically oriented ones, it would be fine.