3 Years of Unearthed Arcana


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Well, unfortunately, the UA came out just as I was loosing interest in running a d20 system game. Lately, though, I've been considering running a game using a lot of UA options.

These are the options I think I'm most interested in trying.

  • generic classes
  • alternative skill system
  • armor damage conversion
  • bell curve rolls
  • spell points
  • level-independent XP awards

I've have been looking hard at True20, but I'm not convinced I wouldn't rather go more the D&D+UA route.

Although, the rest of my group said they were more interested in going completely classless & shifting BAB & saves to skills. But then I'm not convinced that I wouldn't rather just go with BRP or Gurps or fantasy classic Traveller or...&c.
 

Things that I tried:

3 Generic Classes
Level-based Skills
Class Defense
Armor as DR
Injury Variant

- these didn't work real well for me

Things that were successful:

Death & Dying
Action Points

- I suppose that I would like to see them as core rules.
 

Spontaneous divine casters, love them.

I've used a lot of class and class ability variants, good options.

I've used gestalt, like it a lot, particularly for smaller parties of PCs.

Recharge magic, needs a little more tweaking, but I like the change in magical resource management.

I've used a variation of defense bonus, but not the exact one from UA.

Paragon classes, great.

Racial variants, OK, had fun with a few.
 

I love the weapon groups because along with it, I allow certain feats (like weapon focus, weapon specialization, etc.) to work with all the types of weapons for a group. So you would instead have Weapon Focus: heavy blades.
I love it and so do the players because fighters don't feel so bummed out when they have invested so many feats to learn to use a bastard sword... then in the loot find this totally sick demi-artifact magic greatsword just to sell it for GP anyway and get their bastard sword re-enchanted cause they feel dirty if they used a weapon they didn't have weapon focus, specializtion and improved crit for.
I think it should be core.
 

Our old house has a badly sloping floor fault near one of the bedroom walls. Unearthed Arcana is just the right size to keep the dresser level.
 


Dabbled:

Weapon groups (2 session campaign)
Taint rules (modified -- same campaign)
Sanity rules (modified -- same campaign)
Alternate wizard specialist (2 adventure campaign, but I didn't see enough to tell)



Used enough to evaluate:

Traits (they're fine, wouldn't mind them as a 'core option')
some Class Variants (liked them, but don't see them as core by their very nature)
Hexagons (not my thing, but whatever)
Facing (hate it with a passion that is boundless & eternal -- including my pee-pee)
 

Snapdragyn said:
Dabbled:

some Class Variants (liked them, but don't see them as core by their very nature)

I'd take several of them and use them in the phb section on customizing characters as additional examples of creating class variants. The exception being the Specialist Wizard variant abilities which I would use instead of the current specialist rules.
 

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