3 Years of Unearthed Arcana

Mark CMG

Creative Mountain Games
Well, Unearthed Arcana has been around for a few years now and I am wondering what rules from it that you have tried? What rules have you determined are not right for your game? What rules have become a regular part of your game? What rules are so good you'd like to see them become part of the core rules for D&D?
 

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I've used the rules for alternate wizard specialists. I've used rules for weapon groups. I've used the WP/VP system (not a huge fan myself, but I can see why some people like it).

Uh...

And you know, I think that may be it. There's a lot more of UA that I'd like to use than there is that I have used.
 


I keep attempting to use the defense bonus and armor as DR rules, but every campaign where they're mentioned is somehow derailed before it starts for unrelated reasons.

I've tried out action points, alternate specialists, a few of the class varients, and the generic classes. All seemed to work well enough.
 


I have used and want to see core
-Environmental Racial variants
-Several Class variants ( I especially like the Barbarian hunter, Cloistered Cleric, Martial Rogue, Wilderness Rogue, and Battle Sorcerer)
-Specialist Wizard Variant Abilities
-Favored Terrain
-Weapon Groups
-Armor as DR
-Action Points
-Spontaneous Domain Casting
-Spell Points w/Vitalizing options


I wanted to use the following, but they were, imo, horribly implemented:
-Class Defense Bonus
- Injury

I still want to try
- hexes
-WP/VP
-Incantations
 
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With regards to my previous post

1. Environmental Race variants: I'd actually prefer to non-biological aspects (e.g., skills, combat bonuses, weapon proficiencies) removed from the various races and have something implemented that is similar to Rolemaster Standard System/ HARP Cultural/Environmental Adoloscense.

2. Spell Points w/vitalizing: My actual preference would be for a magic system like Element of Magic:ME or one of the other Elements of Magic supplements
 

We've used:
Reducing Level Adjustments
Variant Classes all over the place
Gestalt Characters
Complex Skill Checks a little bit
Character Traits
Weapon Group Feats
Damage Conversion
VP/WP were in our short-lived Star Wars game
Bell Curve Rolls
Players Roll All The Dice
Death & Dying variants
Action Points from Eberron
Spell Points variants

The ones that are so good that I'd like to see become standard options for D&D are:
Reducing Level Adjustments
Variant Classes
Weapon Group Feats
Players Roll All The Dice
Action Points

-blarg
 


Most of the Class variants.
Some of the racial variants.
I'd been noodling with an idea similar to the Generic Classes (a bit like True20 too) for a while, but not implemented it.
Incantations have seen a bit of use.
I've yoinked the drugs rules from the Sanity section.
Action points, although they came via Eberron rather than UA.

Not many of the variant rules except in games where they are already standard (VP/WP in Star Wars, armour as DR in, well, Star Wars, B5, Iron Heroes...)
 

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