| Post/Author/DateTime | Post |
|---|---|
| Grynn03-24-04, 11:22 AM | Over the summer I plan on doing three (3) things. 1: Work 2: Take a class 3: Put in lots of hours designing my homebrew campaign setting Plan number three is where everyone here comes in. I need to know how useful UA could be in helping me design my new setting. Also, suggestions about other books that are useful for homebrewing would be appreciated. |
| hiryuu03-24-04, 11:28 AM | It would be AWESOME. The rules variants alone are seeds of a thousand ideas - I just bought Ghostwalk, too, and I like some of the ideas present in it as well. I feel the need to make an undead-centric setting now. |
| Ulden Throatbane03-24-04, 01:00 PM | UA is awsome, as long as you treat the suggestions as such. Feel free to modify them to your liking. |
| Hengwrt Ellesmere03-24-04, 02:24 PM | I'm using a lot of them for my homebrew, but I'm modifying a lot of them too. Here's a quick list of changes from core: Eight base classes: Fighter Barbarian Cleric Druid Rogue Bard Wizard Sorcerer Four "master" (15 level) PrCs: Paladin Ranger Monk Fool Clerics (and all PrCs based on them like Paladins) cast spontaneously Clerics must either good or evil Druids can wear metal armor but can't shapeshift in it (this allows PrC rangers to use druid spells in studded and chain armor) Druids must maintain the alignment of their order: White--good, Green--neutral, Blue--lawful, Red--chaotic, Black--evil Wizards get a domain, which they have spell mastery in and an extra spell slot per day per spell level Sorcerers get a bloodline from Dragon #311 article that gives them an extra spell known per spell level and a special bonus feat every five levels Fighters get fewer feats but have a scaling version of weapon specialization as a class feature. See this thread for details: http://boards1.wizards.com/showthread.php?s=&threadid=206526 Half-orcs not a common playable race. New playable races: Kobold (as in Monster Manual but usually lawful neutral) Firbolg (like a half-orc but its own race, chaotic neutral) medium +2 str -2 dex +2 survival +2 fort save vs weather +2 will save vs enchantment |
| 77IM03-24-04, 04:16 PM | Tremendously useful. I was constantly inspired by the variant classes, magic systems, etc. Plus, so many homebrew settings feature "custom rules" which basically boil down to the same sort of stuff you'll find in UA. It's good to have these written in an official form. I highly recommend UA to any serious homebrewer. -- 77IM |
| sciborg203-24-04, 06:52 PM | I was skeptical, bought it on a lark figuring I'd regret it two hours later. I haven't, and in fact I'd say this is one of the best supplements put out for D&D through all the additions. God, that sounds like a !#%%#% infomercial. :D |
| sciborg203-24-04, 06:52 PM | I was skeptical, bought it on a lark figuring I'd regret it two hours later. I haven't, and in fact I'd say this is one of the best supplements put out for D&D through all the additions. God, that sounds like a !#%%#% infomercial. :D Let me say something useful then...This book offers many rules variations, some of which can be used interchangably with the regular rules. Bloodlines, Paragon Classes, and Elemental and Environmental race variants can all be placed in different parts of the world, as can specialist wizard and alternate paladins. Other rules, such as spell points and dice rolls, can have huge impacts on a game but for the most part have to be determined before the game begins. I'd think a lot more careful before using these rules, as they can be retconned from your setting but that kind of affects the flow of the game. |
| bitnine03-24-04, 07:06 PM | If you are designing a homebrew world and plan on doing work on some variants, world-specific stuff, and alternate system, than I think it's probably worth it for the ideas it will likely spark, even if you don't use anything from it exactly as written. |
| Temmogen03-24-04, 07:11 PM | I bought it and wound up practically rewriting my entire homebrewed world. I still havent caught up with notes I took just from my first read through it. Of course some of my ideas are on hold until the new Psionics book is out. However, YES, buy it. It is sooooo worth the money. :invasion: |
| Grynn03-24-04, 07:14 PM | I haven't really done much research on the book, does it include variants for spell-point based systems, like psionics is? One thing I've wanted to do is to solidify the idea that sorcerers tap inner reserves of magical energy. I figure that having them use a spell-point system would be a good way to bring them closer to that goal. |
| Hengwrt Ellesmere03-24-04, 07:33 PM | Yep there's a spell point system in UA. There are a few other variant for handling magic as well, like having it tied to your life force. |
| WhtKnt03-25-04, 10:15 AM | Originally posted by Grynn Plan number three is where everyone here comes in. I need to know how useful UA could be in helping me design my new setting. Also, suggestions about other books that are useful for homebrewing would be appreciated. Very useful. In fact, I would be inclined to say almost essential. Unearthed Arcana is nothing more than a collection of optional rules for D&D. As such, it is practically designed for homebrewing. Variant classes, variant races, new ways of handling skill points, optional magic systems, and the wounds/vitality system from Star Wars d20, just to name a very few of the new rules that may be found in here. Other books that might be very useful? Geeze, only about a hundred. Let's see... Any of the Master Class series from Green Ronin. These introduce new classes like the witch (http://www.d20zines.com/html/modules.php?op=modload&name=News&file=article&sid=147), the noble (http://www.d20zines.com/html/modules.php?op=modload&name=News&file=article&sid=812), the unholy warrior (http://www.d20zines.com/html/modules.php?op=modload&name=News&file=article&sid=523), and the psychic (http://www.d20zines.com/html/modules.php?op=modload&name=News&file=article&sid=978) (not just a varaint of the psion, mind you). Bastards & Bloodlines (http://www.d20zines.com/html/modules.php?op=modload&name=News&file=article&sid=386), also from Green Ronin. This is an excellent guide to designing half-breeds for D&D. It includes a number of pre-designed race, plus detailed rules for developing your own. Monte Cook's Arcana Unearthed (http://www.d20zines.com/html/modules.php?op=modload&name=News&file=article&sid=744) (Sword & Sorcery) is worth a look, at the very least. Though it is a complete campaign system, it shows just how far you can take the D&D rules in designing your own setting, and it has a lot of really great ideas to borrow. In a similar vein, you should also have look at Morningstar (http://www.d20zines.com/html/modules.php?op=modload&name=News&file=article&sid=919) (Goodman Games) and Dawnforge (http://www.d20zines.com/html/modules.php?op=modload&name=News&file=article&sid=971) (Fantasy Flight Games). If you're looking for a touch of the real world, but still with appropriate fantasy trappings in your campaign, check out Green Ronin's Mindshadows (http://www.d20zines.com/html/modules.php?op=modload&name=News&file=article&sid=795), a fantasy India, Nyambe (http://www.d20zines.com/html/modules.php?op=modload&name=News&file=article&sid=82), a fantasy Africa setting from Atlas Games, or WotC's own Oriental Adventures. Fantasy Flight Games has released all manner of world-building tools in their Legends & Lairs series, from the Seafarer's Handbook (http://www.d20zines.com/html/modules.php?op=modload&name=News&file=article&sid=39) to Sorcery & Steam (http://www.d20zines.com/html/modules.php?op=modload&name=News&file=article&sid=673) to Wildscape (http://www.d20zines.com/html/modules.php?op=modload&name=News&file=article&sid=967). Mongoose Games has also been busy, producing some nice compilations, such as Ultimate Prestige Classes (http://www.d20zines.com/html/modules.php?op=modload&name=News&file=article&sid=827), Ultimate Arcane Spellbook (http://www.d20zines.com/html/modules.php?op=modload&name=News&file=article&sid=825), and the Ultimate Game Designer's Companion (http://www.d20zines.com/html/modules.php?op=modload&name=News&file=article&sid=433), which is a compilation of d20 rules options from various publishers. |
| Grynn03-25-04, 10:48 AM | Wow! I didn't think I would get this much response. And I had no idea it would all be so positive to the book. I half expected one response in favor of the book, one against the book, and then for it to turn into little more than a shouting match between the two sides. I'm pleasantly surprised, and I'm definitely going to get the book as soon as I have enough spare money. |
| Millennium03-25-04, 11:56 AM | Originally posted by Grynn Wow! I didn't think I would get this much response. And I had no idea it would all be so positive to the book. I half expected one response in favor of the book, one against the book, and then for it to turn into little more than a shouting match between the two sides. I'm pleasantly surprised, and I'm definitely going to get the book as soon as I have enough spare money. Definitely do it. My response is probably redundant by now, but this is hands-down the best book they've put out in years. It's funny; people have made many complaints about D&D mechanics over the years, and this book specifically addresses almost all of the major ones. They even have alternative alignment systems, for those who dislike the "official" way. My only gripe would be that they didn't include the Wealth mechanic from D20 Modern; I've been intrigued by that idea, and would have liked to see an official conversion. |