| Post/Author/DateTime | Post |
|---|---|
| Grizzled Gryphon11-27-05, 10:30 AM | Greetings, all. I have just acqiured the UA, and I was wondering which of the optional rules therein do you all like the most? Which help expidiate play? Which seem to make it drag on? Are any overpowered? Do any under power the characters? In other words, by your opinion, which are worth useing, and why? Thanks in advance for your submissions. |
| legophreak11-27-05, 11:04 AM | Greetings, all. I have just acqiured the UA, and I was wondering which of the optional rules therein do you all like the most? Which help expidiate play? Which seem to make it drag on? Are any overpowered? Do any under power the characters? In other words, by your opinion, which are worth useing, and why? Thanks in advance for your submissions. In my game, i have adopted the Weapon Group variant, Contacts, Craft Points, and in a different setting AC bonus. The Weapon Group change so far has been good, my players forget about their contacts all the time so that hasn't really made any impact. Craft points i see can be abused, and i am considering removing them, or halfing their values. I haven't playtested the AC bonus yet, but it's for an oriental themed setting, and all the classes are martial artists so it shouldn't be too bad if everyone is getting the same bonuses. |
| Grizzled Gryphon11-29-05, 04:32 PM | No one else? Ah, well, such is life, I guess. |
| Leach11-29-05, 06:37 PM | Action points. I haven't yet had the chance to play with them, but I very much want to. One thing that's bothered me about D&D is that the PCs are basically helpless in the face of the dice. Action points give you the ability to stack the deck, at least a little. |
| Grizzled Gryphon12-01-05, 03:47 AM | Apparantly, this is not a very popular subject. perhaps this is the wrong board for this. |
| LordHumungus12-03-05, 06:28 PM | I've used the Bloodlines and the Flaws and they have both become staples in my campaign. I am going to introduce the totem barbarians and possibly some of the other reworked classes soon. I am still debating on the spellpoints, as casters are already quite powerful at higher levels. Ultimately, I may work out a sort of compromise with them. As for action points, I have been using a similar concept since 1e that I called Hero Points that I give out for good roleplaying. BTW it's not your post, this board has been slow lately. |
| nat108812-03-05, 06:38 PM | I really like Craft Points, Spell Points, and Recharge Times. Recharge times help to diversify the wizard, making him somewhat more useful. Spell points are mana-esque, which is really cool, and Craft Points are awesome for making magic items. I'm very partial to spellcasters, but all of the class variants are pretty neat, especially the specialist wizard ones (I've never wanted to play a necromancer more than now that I can get an undead familiar ;)). |
| Arak the mighty12-03-05, 11:38 PM | My group recently adopted Spell Points. I'll say this, as long as I'm with a willing group, I may never go back to the "old ways"! It's so much faster and easier to keep track of than trying to remember or write down all the different spell slots a player has used over the course of the session, and (in my opinion) it doesn't unbalance anything at all. (so far.....we've played 3 sessions this way) |
| Tenzhi12-04-05, 12:09 AM | Level-Independent XP Awards and Gestalts are my two favourites. There is an option in there for simplifying skills which I had already been using with slight modification. I'm going to give Recharge times another glance for an upcoming campaign. Armor as DR and Defense bonuses by class are good ideas in concept, but need to be tailored to taste methinks. Generic classes is another good idea in concept, but I don't know how well it'd work in practice. |
| Mac Awol12-04-05, 05:37 AM | I am a big fan of Unearthed Arcana and as such have been messing around with most of it, but I have found that most of it can't be used without some reworking: I made a setting called Generic Variations, which uses Generic Classes, Weapon Groups, Action Points, and Metamagic Daily Use... It has actually turned out to have a really hardcore feeling, which is perfect for a Dark Fantasy Game. And I made a setting called "Lands of Ariellen", which uses many of the new basic classes introduced in the various "complete"-books, and classes variations from UA, plus bloodlines and Monk Fighting Styles for monks. Its a setting that needs constant reworking to keep anything from becoming unbalanced. Some of my personal favorites are: The Cloistered Cleric, as it fills the need for a divine scholar, which the game has needed since day one. Monk Fighting Styles, as they help make each monk diffirent. Off cause UA have given me many good ideas, some of my favorites are: Domain Paladin These Paladins are all dedicated to the service of a Deity, compared to other paladins who first and foremost fight for an ideal; these Paladins put their Deity first. Not all paladins have mounts or suck at casting spells. 1. He loses the Special Mount Class Ability. Not all Deities have a special bond to animals. 2. He gains a Bonus Feat at 7th, and 14th level, which must be chosen among the following feats: Combat Intuition, Eyes in the Back of Your Head, Greater Heavy Armor Optimization, Heavy Armor Optimization, Improved Smiting, Mobile Spellcasting, Open Mind, Practiced Spellcaster, Shielded Casting, Spontaneous Healer, Weapon Specialization (any) (may be taken only once at 14th level). As a holy warrior you learn many things. 3. He loses the Remove Disease Class Ability. Not all Deities care about their follower’s health. 4. He gains +1 Domain Spell as a Cleric, but is limited to only one Domain, which must be chosen amongst those his deity offers. The extra domain spells is added when he gains 0 spells from a given spell level, so at 4th level his spells per day is: 0 + 1. This makes them better able to cover the Deity’s needs. Nature Wizard Not all Wizards hide away in dusty old libaries, some wander the world, and picks up other knowledge. 1. They lose the Summon familiar Class Ability. The smaller animals can’t do much to protect the Nature Wizard. 2. They lose the Scribe Scroll feat at 1st level. They focus can take a different direction. 3. They gain the Wild Empathy ability at 1st level, as a Druid of half his wizard levels. They have to get along with the most common inhabitants of their chosen realm. 4. They gain the Animal Companion ability at 5th level, as a Ranger of his wizard levels. A friend that can greatly help the Nature Wizard survive in the Wild. 5. They add Handle Animal (Cha), and Survival (Wis) to their Class Skills. These essential skills come naturally to the Nature Wizard. 6. They gain an additional bonus feat at 1st level, which most be chosen amongst those from the nature wizard bonus feat list.This replaces the normal scribe scroll feat gained, as that feat isn’t as useful for a Nature Wizard. 7. They lose the bonus feat gained at 5th level. They haven’t got the time to focus on new feats, when they have a new pet to take care of. 8. Their normal bonus feat list is replaced with the following feat list: Animal Affinity, Brew Potion, Endurance, Eschew Materials, Greater Spell Focus, Greater Spell Penetration, Scribe Scroll, Self-Sufficient, Spell Focus, Spell Mastery, Spell Penetration, Track. While Metamagic feats are nice, these feats are more in the spirit of the Nature Wizard. |
| Nani?12-04-05, 07:43 AM | I have played a desert elf ranger/wilderness rogue Dervish build and it was a very fun character and was very "exotic". I also have played the "social skills" Enchanter varient. Both were fun. I have run games with necromancers and battle sorcerers. The Battle Sorcerer was a big hit. I used an Incantation for a "Druidic ritual" and Dwarven "Last Stand" against hordes of Humaniods. Flaws are also good. I like the generics and the gestalt and bloodlines but have never used them. Overall, I prefer these takes to the ones presented in the Complete series. They have a lot of flavor but are not subject to abuse as much. I'd like to see UA 2. All the Best, Nani? |
| Lord Schpungus12-04-05, 10:12 AM | I'm using gestalt, super-powered bloodlines (they take the place of one side of gestalt, so they had to be made worthwhile), traits, and generic classes (kind of. I'm using an expanded list of 'NPC' style classes with which to gestalt. Or you can choose a bloodline for one side.) I'm toying with the idea of replacing Martial Weapon Proficiency with Weapon Group as a feat. I would like to use contacts but my group has a definite 'kill it kill it smash boom die' bent to their playstyle. |
| Nurgan_the_drunked12-05-05, 10:05 AM | I like the generic rules, although I'm not using them, and I think Class defense looks good, but would need to get the right campaign for it. I'm in a game with Gestalt, Flaws and Traits, and lots of other rules besides. Gestalt is good, but it's weird to play especially as the DM runs it differently (no multiclassing otherwise, and one class is determined by race and location). I'm running a game of my own, and trying to stay close to standard, so all I'm using are the class variant options (which noone has taken, except one urban ranger), traits, and partial saves/ base attack. Just out of interest, I've heard Unearthed Arcana described as the book for PCs to give DMs a headache. Any idea what things are really to be avoided in this book? Or is it just a case of telling PCs "no" loudly and repeatedly to everything? |
| jagggar12-05-05, 03:43 PM | Just out of interest, I've heard Unearthed Arcana described as the book for PCs to give DMs a headache. Any idea what things are really to be avoided in this book? Or is it just a case of telling PCs "no" loudly and repeatedly to everything? Well, I think the main headache comes from when a player repeatedly asks about one or more campaign variants when you've already said no. "Can I play a gestalt character?" "No." "Please?" "No." Player comes back later. "Can I play a gestalt character with +2 LA?" "Uhh. . . No." "+3?" "No means no!" |
| Millennium12-05-05, 04:08 PM | Just out of interest, I've heard Unearthed Arcana described as the book for PCs to give DMs a headache. Any idea what things are really to be avoided in this book? Or is it just a case of telling PCs "no" loudly and repeatedly to everything? As jagggar said, the headaches seem to come mostly from players whining about wanting to play gestalt. I use hex-based grids and facing, because I find that this speeds up combat a bit (no calculating diagonal movement; a hex is a hex is a hex). I use Action Points, but characters don't get them every leve; instead, APs replace XP as roleplaying awards. I'm planning on doing something with Generic Classes soon (though the Spellcaster will be using spellbooks as a wizard, including the benefit of having unlimited spells known). I'm going to add in the Prestige Paladin, Ranger, and Monk as PrCs, along with analogous Prestige Barbarians, Monks, and Druids, plus 15-level versions of the Holy Liberator and Blackguard. That campaign won't allow any PrCs other than the ones I've listed here. I'll let people know how this goes. |
| War Angel12-07-05, 02:20 PM | I use the prestige paladin, Bard and ranger variants (I drop the name "prestige" though.) I think it makes more sense. I use taint. Great and has been working out nicely. I also use something similar that is based of fear. Like if a huge snow giant burst through the trees to your left. I have everyone make a fort check and if they fail by 5 they fail to act swiftly due being held by fear. SO they take a -10 to they initiative roll. If they fail by 10 they loose their turn that round (frozen by fear). If they fail by 15 or more they run off in a randomn direction and remain afraid for 1d3 rounds. I use the battle sorcerer (a crowd favorite.) Several of my players use the no armor defense bonuses from the UA. One is a northern fighter that wears only a kilt, and boots. I allow paragon levels only at higher levels (14+). Players can use bloodlines if they wish to. |