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Arcana Unearthed versus Arcana Evolved?
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<blockquote data-quote="Robert Ranting" data-source="post: 4849154" data-attributes="member: 28906"><p>AE also makes some revisions to various existing classes and equipment. For example, Champions gain the "Avatar's Allies" ability at 16th level, many weapons now have a parry modifier, so when used in conjunction with the total defense action or in the hands of an Unfettered, they grant a slight AC bonus, and many of the races had their racial level benefits changed.</p><p></p><p>A pdf listing of all the errata and changes between AU and AE can be found on Malhavoc Press' website here <a href="http://www.montecook.com/cgi-bin/page.cgi?mpress_MHB_errata" target="_blank">Monte Cook's Arcana Unearthed Updates, Errata, and Clarifications</a></p><p></p><p></p><p>Also, the Spell Treasury presents full write ups of the converted spells, so you don't need the other books as a reference. You will note however, that some of the spells from the various listed sources are not included, such as D&D's inflict and cure spells, and nasty save-or-dies like Sussar's Death out of the CBoEM. </p><p></p><p>IMHO, however, the Spell Treasury has a great potential to break the game in half if the DM is not careful about what he allows at this table. While core AE casting is somewhat weaker than 3.5 D&D's (except evocation), some of the spells that made it into the Spell Treasury are quite simply, poorly converted, and often more powerful than the core rules version rather than a nerf. Meanwhile, others are so nerfed that you might never use them (Haste for example), and some just plain don't fit well with the setting (Greenbonds getting all Positive energy spells means they get a lot of converted Paladin spells, like Bless Weapon and Heartglow) Don't get me wrong, I love AE and I have been GMing it for years, but the Spell Treasury in my experience is a book that must be handled with care.</p></blockquote><p></p>
[QUOTE="Robert Ranting, post: 4849154, member: 28906"] AE also makes some revisions to various existing classes and equipment. For example, Champions gain the "Avatar's Allies" ability at 16th level, many weapons now have a parry modifier, so when used in conjunction with the total defense action or in the hands of an Unfettered, they grant a slight AC bonus, and many of the races had their racial level benefits changed. A pdf listing of all the errata and changes between AU and AE can be found on Malhavoc Press' website here [URL="http://www.montecook.com/cgi-bin/page.cgi?mpress_MHB_errata"]Monte Cook's Arcana Unearthed Updates, Errata, and Clarifications[/URL] Also, the Spell Treasury presents full write ups of the converted spells, so you don't need the other books as a reference. You will note however, that some of the spells from the various listed sources are not included, such as D&D's inflict and cure spells, and nasty save-or-dies like Sussar's Death out of the CBoEM. IMHO, however, the Spell Treasury has a great potential to break the game in half if the DM is not careful about what he allows at this table. While core AE casting is somewhat weaker than 3.5 D&D's (except evocation), some of the spells that made it into the Spell Treasury are quite simply, poorly converted, and often more powerful than the core rules version rather than a nerf. Meanwhile, others are so nerfed that you might never use them (Haste for example), and some just plain don't fit well with the setting (Greenbonds getting all Positive energy spells means they get a lot of converted Paladin spells, like Bless Weapon and Heartglow) Don't get me wrong, I love AE and I have been GMing it for years, but the Spell Treasury in my experience is a book that must be handled with care. [/QUOTE]
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