Arcana Evolved

Andor

First Post
Okay, I may be getting into a game of Arcana Evolved, so I bought the book. I'm pretty pleased, Lots of cool ideas, interesting world, neat classes, but...

Something I notice it that Monte Cook seems to be REALLY into 1/day abilities. Almost all the racial abilities are 1/day and an awfull lot of the class abilities and even feats are.

Now I personally really don't like 1/day abilities because they either never get used because you always wait for the big fight, or they get blown too fast and you don't have them for the big fight. Am I alone in this?
 

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I also just recently bought AE and love it as well. But I do agree with you, the 1/day are all over the place.

One thing I did with the racial levels, was increase the innate spells per day when you got a new racial level.

Ex. When you take Verrick 1, you get contact 1/day (I think). Once they hit 2nd, in addition to the benefits there, I give them contact 2/day.

Btw, if you go to www.montecook.com there's a forum there that specifically deals with arcana evolved. You might find some good info there if you'd like.
 

Andor said:
Now I personally really don't like 1/day abilities because they either never get used because you always wait for the big fight, or they get blown too fast and you don't have them for the big fight. Am I alone in this?

I think that may have been the point, to be honest. He talks about how he'd like fighters to have some of the depth of casters -- which, when you come down to it, is all about resource allocation. 1/day abilities are a form of that.
 

IMO, 1/day abilities are a good way to grant a powerful class ability that you wouldn't otherwise get. Take shimmering shield. It's a 1/day mageblade ability. It scales upward as the PC gains levels, increasing the deflection bonus. But it's not an item. You can't disarm it. It's like a free spell slot.

Now, if you want to increase use of class abilities and racial abilities, that's cool. I'm sure your players will love it. Remember though that it's like giving out free spells. If it works for you, do it, but expect them to ask for more. :)
 

I think I prefer 3/day abilities. That way, the characters (or, rather, their players) are not shy of using them, even if they'll just use two of them, keeping the last for "the big fight".

What I found Monte to be a big fan of, however, was "once per day per point of <insert ability> bonus (once per week if no bonus)"...
 

Another thing Monte Cook likes is PrCs that choose abilities off of lists, getting access to higher abilities according to your PrC level and Int/Cha/Whatever modifier.

But yeah, AE rocks.
 

In Joe's book of enchantment (a pdf by throwing dice games) he has a feat template to increase any class power. So you could take a feat of extra shimmering shield and it gives a formula for how many extra uses per day you get shimmering shield based on how often you get it to start.

So that's one option for a partial fix. But yeah I don't like the 1/day powers either, A champion who can call his special sword and shield for a few rounds once a day can't really rely upon them. I would have been happier with always active or at will but lower powered abilities or more class menu choices so that there were options for 1/day powerful ones or more available lesser ones.

Btw I have AU but not AE.
 



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