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Unearthed Arcana

IronWolf

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A wide choice of variant rules for alternate roleplaying in a D&D campaign. designed to expand the options available for customizing gameplay, these variant rules are modular and can be imported into any existing campaign in any amount desired. Examples of variant rules include playing core classes as prestige classes and alternate damage systems. Brand-new rules also appear, including a new system of metamagic feats and a new spell system.
 

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Archer

First Post
This book is the crunchy bits to end all crunchy bits. If you only buy one expansion book, this is the one to get. Like it says in the introduction, you could play for a lifetime and never be able to get through everything in this book.

Like all Wizards products, the book has very nice art and a hardcover is always my preference.

The book has something for every campaign. Unlike most other expansion books it isn't full of more feats and prestige classes. What it is full of are amazing ideas and concepts. Each chapter offers many ways to change your campaign world. The book explores many different ways to approach fantasy gaming.

My complaint about other products is overpowered and underpowered feats and classes. One kind every min-maxer wants to take and the other never see play.

This book has the solution to many of the problems that have plagued expanded race selection and multi-classing. It has options to buy off your ECL over levels to get rid of the inherent unbalance of ECL at low and high levels. The concept of bloodlines is an elegant refinement to the concept of racial classes.

The book is divided into 6 main sections: Races, Classes, Building Characters, Adventuring, Magic and Campaigns.

Races covers environments variants which I didn't find particularly exciting, reducing ECL which I thought was long overdue, bloodlines which are very interesting way of distributing bonuses over 20 levels at the cost of your 12th, 6th and 3rd level depending on the power of the bloodline. Your bloodline levels count towards all your spellcasting classes but provide no other benefit that the bloodline ability (often +1 to a stat) of that level. Minor bloodlines have 5 boosts, Intermediate have 10 and Major bloodlines have an ability at all 20 levels. Bloodlines for every dragon, giant and all the "staple" races are provided. Racial paragon classes make you more of whatever race you are. You get increased racial abilities and +2 to your main attribute over 3 levels

Classes covers all sorts of variant classes. There are many different kinds of barbarians, paladins, specialist wizards, divine spontaneous casters and so on. I particularly liked the battle sorceror option. The sorceror gains cleric HP and BAB at the cost of 1 spell per day and 1 spell known for each level plus the ability to wear light armor with no arcane spell failure chance. Variant classes take away much of the need for prestige classes which I think is a good thing. There is a high powered campaign option called gestalt classes, you get to increase your level in 2 classes everytime you advance taking the most favorable BAB, HP and Saves and all abilities of both classes. The possibilites of 40 class levels is quite vast and yet the system doesn't collapse quite like it does at Epic levels.

Building Characters was not one of my favorite sections but I did like the concept of using weapon groups. You can focus and specialize in a whole group per feat and you can become familiar with exotic weapons in all of your weapons groups instead of with one weapon at a time. There are 17 groups and fighters have 4 groups at 1st level in addition to all basic weapons. This is more like 2nd edition with weapon proficiencies than 3rd with familiarity with vast amounts of weapons but you get more flexibility when you invest feats in weapons. There is an option to reduce all classes to 3 classes, the warrior, the expert and the spellcaster. You pick and choose class abilities to generate a character without using prestige classes or having to multiclass.

Adventuring covers using Star Wars defense bonus, wound and vitality points, armor as damage reduction, an abstract systems of taking hits which reduce your fortitude save by 1 until you fail a save by more than 10 at which point your are disabled which is a lot like staggered. The concept of non-instant healing is quite intriguing. Instead of curing damage, heal spells convert lethal damage to non-lethal damage which heals at 24x the rate of lethal damage. The stops one from springing from death's door to perfect health in under a minute.

Magic is full of special items and more special weapon and armor properties than you can shake a stick at. There are all sorts of metamagic varients, spell point systems.

Campaigns covers things like honor, reputation and other stats seen in other d20 products like Wheel of Time, Star Wars and Call of Cthulu.

All in all, a must buy (or download) for any serious player and like the blurb says, everything is open content so saavy 3rd party publishers will make use of all these elegant rules systems. Many of these concepts have been attempted before but invariable they were flawed or clunky plus incompatible with established products. This book manages to put everything together in a modular format that meshes better than any product to date.
 

Selvarin

Explorer
Pretty good review. I wound up ordering UA because of the alternative way of handling XP advancement, but some of these other variants have me interested as well.
 

TheAuldGrump

First Post
Hmmm, the review mentions downloads, is it available as an ESD somewhere? Being able to print up the pieces that I would actually use would be very nice, and less confusing for my players.

The Auld Grump
 



JustaPlayer

First Post
"The concept of non-instant healing is quite intriguing. Instead of curing damage, heal spells convert lethal damage to non-lethal damage which heals at 24x the rate of lethal damage. "

Pulled right from Wheel of Time RPG if I'm not mistaking.
 

Selvarin

Explorer
A number of mechanics are pulled from other WotC products, including the Wheel of Time, Call of Cthullu(sp?), as well as some OGL bits (The 3-level racial paragons are pretty much the OGL race levels posted by Monte Cook on his site, plus a few new ones for drow and half-orcs). Sources are listed on the title page.
 

Selvarin

Explorer
Well, wasn't that fun. I was halfway through this review of Unearthed Arcana when a tiny multi-colored square appeared in the upper left part of the screen, then POOF--no more screen. Oh well, back to square one. *sigh*

Unearthed Arcana (a 224-page hardcover by Wizards of teh Coast) is out and people are raving about it. being the smart bloke I am, I had it pre-ordered and have had the chance (finally!) to absorb its contents. Andy Collins was only half-joking when he wrote "Take a deep breath--its okay," in the introduction to the book. Several days' worth of reading and re-reading have nearly pickled my brain. There's so much look at, and so much to say.

So, what's all the hub-bub about? Unearthed Arcana is essentially a 3.5 toolkit for your campaign. Physically-speaking, the book itself sports the usual WotC 'book' look with a fairly decent amount of artwork by various artists. The diversity of styles ensure that opening this book won't be a continual eyesore.


But what about the contents?!


Chapter 1 deals with races, starting with environmental and elemental-based variants of the standard D&D races. Granted some may not care for jungle elves, for example but if you get the itch to have arctic gnomes then there are notes on tweaking the little buggers to your satisfaction. What got my attention early on, though, were 'bloodline traits'. Essentially you have some unusual ancestry in your background, such as a celestial or giant, and depending on how far back they are genealogically (and the powers of the ancestor's race) your bloodline will be either minor, intermediate, or major. Overall it's a great concept, although it requires 'buying' a bloodline level at certain levels. Why not just call them what they are, ECL's? Using rules found later on in the book, they could be removed by expending XP one level at a time. Something else I liked about chapter 1 were the racial paragon classes, which are based on the race classes concept used by Monte Cook in his Arcana Unearthed HC as well as an OGL article he wrote afterwards for the standard races (IIRC). Here, the list is expanded to include drow, half-dragon, orc, and tiefling racial paragons, and each one builds upon thre strength of the race in question. This is a great use for the 3-level prestige class concept, although the prerequisites are nowhere near that of true prestige classes.

Chapter 2 is all about class variants, and starts off with the totem barbarian. Compared to the totem warrior of AU, I found this to be lower-powered and easier to incorporate in my FR campaign. Following are variants for bards, clerics, monks, rogues, paladins, and rangers. The bardic variants are particularly interesting, since one can choose from the bardic sage, divine bard,and savage bard. As with the totem barbarians, I can see a perfect place for each of them, such as the divine bard and saveg bard representing their own among the Ffolk and Northman cultures of the Moonshaes. there are three new paladin variants: the paladin of slaughter, paladin of freedom, and paladin of tyranny. this is a surprise, if anything I expected perhaps a NG paladin variant (ala Book of Hallowed Might). It isn't a bad surprise, however, and in time I may warm up to the paladin of slaughter (represented by a drow warrior who looks appropriately wicked). Wizards haven't been left out, of course. The two main goodies for them are domain wizards and specialist wizards. Domain wizards recieve a 'domain' of spells but don't have prohibited schools. Otherwise they're like any other specialist wizards. The specialist wizard variants, on the other hand, are another story. Most give up bonus spells, the scribe scroll feat, and/or the summon familiar class ability in exchange for specialty-specific quirks. At last, here's something that makes a specialist wizard different from those who forgo specialization and just takes Spell Focus/greater Spell Focusto 'specialize'. Just look at the conjurer variant, who can cast Summon Monster spells using 1 standard action (instead of 1 full round), or the diviner whose Prescience allows them an Insight bonus equal to their Intelligence modifier to be used on any attack roll, saving throw, spell check, etc. once per day plus one per five class levels attained. Hallelujah!


Further on there are bits on spontaneous divine casting and class feature variants--I don't know about you but I like the idea of planar banishment or aspects of nature instead of turning undead or wild shape. They can be used to replace a given class feature for certain members of the class (or that class as a whole), but I don't see why they can't be considered an option for regular members of that class to use. Take a cleric who can turn/rebuke undead 5 times a day. Instead of giving the character the option of sticking with it or having it changed to planar banishment, why not allow him or her to keep it but allow the option of 'burning' 2 standard turn/rebuke undead uses and channel that energy into sending
outsiders back the way they came from? The same goes for 'aspects of nature', the wild shape class feature for druids. bayond that, there are 15-level prestige class variants for the bard, paladin, and ranger. I find
the prestige bard and paladin to be more viable in the long run. of all the core classes these two seem the most like prestige classes to begin with, and in the bard's case it essentially was back in 1E AD&D before there was such a thing.

And then there's the gestalt character. In a way it's a throw-back to the days of AD&D. You take two classes, choose the best BAB, saves, etc., from each, and every time you go up a level your ability in each class improves comensurately. This could be the answer to those who feel shorted by the current multiclass rules, such as those who choose classes whose spellcasting capabil-ities don't stack (e.g, cleric/wizard). I'm not certain that I'd use it, but it's definitely an option worth considering if you enjoy multiclassing. And lastly, there's the section on 'generic' classes like the expert, spellcaster, and warrior. They're usable but at the same time, well, who wants generic? that's like choosing Sam's cola over Coca-Cola, Pepsi, or Dr.Pepper.


The next section, Chapter 3, is all about building characters. This was probably my least favorite chapter, which isn't saying much. New ways of handling skill checks, charater traits, etc...Not my cup of tea, although the spelltouched feats are worth looking over. They're unlike any other, and the prerequisites depend on certain conditions. A method of speeding item creation, the craft point system, is included. As much as I dislike the current way of keeping magic item creation in check, this gives me more 'hmmms' than ahhhs. But it's workable, and if you don't want to spend so many craft points on an item you can reduce the cost by spending more time working on it.The chapter finishes up with a way of deciding what your character will be just by rolling on the various background tables. Not a bad idea for those who don't have a clue what to do with what they just rolled up.

Chapter 4 deals with adventuring concerns, such as variants for AC, wounds, and the like. It's a short chapter, other than the concept of armor providing a certain amount of damage reduction, nothing here quite held my attention. Chapter 5 is another matter, as it deals with magic. Granted, themed summoning lists may not wow you but components that allow one to add metamagic without affecting a spell's level might. Also, ideas on making metamagic feats worth using were a welcome addition. Two variants are 'daily uses' and 'extra spell slots', the latter of which is probably the best way to handle paying for metamagic. Other topics of interest include the spell point system, legendary items, and the concept of item familiars (magic items that you bond with). What I really like here, however, are incantations. Remember seeing movies where some madman finds a forbidden book and performs a ritual or somesuch despite not being a spellcaster? It's a little like that in that it's a form of magic that anyone can use, although the casting time is lengthy and the price for failure can be high.

Chapter 6, Campaigns, is a mixed bag that begins with the mechanics of contacts, reputation, and honor. If you're interested in having these quantified then you're in luck. You'll also find a healthy amount of information on insanity and its effects upon the campaign as well as 'taint' (the former from the CoC hardcover, the latter possibly from Oriental Adventures). In addition there's a very short piece on tests that can be used to qualify a character for taking a certain prestige class or feat, and a similar short bit on handling XP differently. If you long for the days when a monster had a given XP point, or if you just hate figuring out the exact number of CR x's and y's for a suitable encounter, then you'll love this. The standard XP table is tossed in favor of one where the XP goes to 2,600,000 at 20th level. This is a throwback to the old days but so what? It relieves that headache (if you have one), and if you enjoy converting old adventures to 3e/3.5 then it makes things even easier since you don't have to sweat every single encounter listed. Of course if you use these rules then the XP cost required when casting certain spells also goes up (50,000 XP for a wish, ouch!). Finally, the book finishes with an afterward on how to experiment with variant rules while keeping your current campaign intact.

As I've said before, there's a lot in this book--almost too much to absorb. Some of the material comes from other WotC products, some comes from OGL content elsewhere. A fair amount of it is brand new. And did I mention all the sidebars that include the various authors' home-brew rules? Very good stuff! You may end up using only a third of what's found herein, maybe more, but in my opinion what you do use will add much to your game. Go get yourself a copy of unearthed Arcana, in my opinion it has some of the best variant material out there. Be glad they included a 2-page checklist in the back of the book, you're going to need it.
 

Kesh

First Post
Very nicely reviewed. I'm a little wary of this book, because I think I'd only use about half of it... still, the half I like, I really like. :) You've covered pretty much everything I was wondering about here, so thank you.

I just wish someone would go into a little more depth on Taint. I own Oriental Adventures, and I'm hooked on the Taint rules there. But, from some of the reviews I've read, it sounds as if Wizards may have changed the intention of the Taint rules a bit. Which would disappoint me, as the OA Taint is going straight into my homebrew world, and I'd like to be able to publish it someday.
 

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