3 Years of Unearthed Arcana


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Hmm.... A lot of them. Incantations, Sanity, backgrounds, Flaws and Traits, wp/vp, Action Points, several armor variants (armor as DR, damage converstion, etc.) I'd have to go through the book to see what else.

Some of them I really like. However, most of what I really like is also present in some other form in other rulesets--d20 Modern, d20 Call of Cthulhu, d20 Star Wars, etc.
 

blargney the second said:
Damage Conversion is a really interesting variant.
I love damage conversion. This rule, more than any other, made possible my low magic, no clerics or healing magic setting.

Change Treat Injury to work as it does in d20 Modern, and add the Surgery feat, and you're set.
 


I'm running a game now with:
-Action Points
-Gestalts

I don't think either should be core. But as interesting variants they add some depth to my low magic game. To do gestalt and not have in get out of hand, DMs need to exercise a very FIRM hand to reign what base and PrCs are allowed. I looked through every book I was allowing in the campaign to rule out inappropriate ones before we started playing.

That being said, gestalts work well in low magic games (the one I am running), or where you'd only have three players, or where no one wants to be X. (X being an arcane caster/divine caster/skill monkey/frontline fighter/whatever). A player can say "Well I want to be a rogue but our party lacks a cleric. To satisfy both, I'll be a cleric//rogue!"

I'm a D20Modern fan so I'm used to and like Action Points, of any persuasion.
 

In the solo game I will be running I intend to use VP/WP system in place of HP. At some point, I'd like to give the Power Components and Weapon Groups a try, but as the game will be to teach my wife how to play, I will hold off on either one of those for a while.

In the past, I used Gestalt and found that the DM needs to be careful with what combinations they allow, but it did accomplish my basic goal of increasing small group survivability at the time. I also have used VP/WP in the past and enjoyed the grittier feel that it gave to combat, though I will probably look at adjusting critical hit ranges this time around.
 

We tried character traits with moderate success.

A couple of players used them to help flesh out their charcters while the rest of them saw it as a cool way to boost some of their skills and abilities.

Reading the generic class section (Adept, Expert & Warrior) made me much more receptive to True20 when it came along. Now its my preferred rule set! :)
 

I've used alternate classes and alternate class features. Whirling Frenzy, battle Sorcerer, et. al. I like the idea of racial paragon levels and bloodlines, but I just can't give up the HD and saves and BAB. I played in one game w/gestalts, but it was just too over the top for me.
 


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