Arcana Unearthed & DnD 3.5

Angel Tarragon

Dawn Dragon
Okay, I am running my homebrew game and I am enjoying, but I would like to spice it up a bit as well. So far everything is syncing up quite nicely. But if I throw Arcana Unearthed into the mix, will that upset the balance of things? How well do the classes from DnD and AU mix? I am aware that the Diamond Throne is the core setting for AU, but I do not wish to start up a new campaign. I would like to integrate AU as seemlessly as possible with my homebrew game. I would like to get as much feedback on this as possible.
 
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AU classes mostly integrate easily into standard 3.5.

The magic system is just like adding psionics, another set of magic is added side by side and dispels work the same.

AU magic classes have a steadier progression of power than the exponential one of standard D&D spellcasters. High level D&D spells do more damage, but AU has more flexibility in its magic.

The warmain is a better tank than a fighter who tries to make the same character concept. Decide if that is OK for you.

Remember there are some skill differences, sneak in AU is hide and move silently in 3.5.

AU has ambidexterity from 3.0.

AU gives everybody a bonus feat at 1st level, decide if you want to keep that.
 

I've GMed AU ever since it came out and like the vast majority of what Monte put into that game. And I agree with the poster above that most of the AU classes mix very well with D&D.

But the magic templates in AU and the flexability of their spell system is very different from core D&D. A 3rd lv magister (AU Wizard) can be a VERY powerful and effective caster, much more so than a standard 3rd lv wizard. Monte also left out certain D&D spells, as well as replacing how meta-magic feats are handled. Also there is no distinction between arcane and divine magic, instead there are simple, complex and exotic spells which control how the most powerful spells are made accessable to players.

My reccomendation would be to choose 1 method of handling magic, rather than mixing the 2 systems together, and adjust the hybrid classes accordingly.
 

Hi, Fruthaka! I haven't seen your posts before now, so Welcome to the Forums, if someone hasn't done so already.

I'll move this over to General, since this is more the Forum for Game publishers, and interacting with them, rather than game setting or rules questions.
 

Voadam said:
AU has ambidexterity from 3.0.

Not exactly. AU's TWF feat gives you (assuming a light off-hand weapon) +0/-4, while 3.5's TWF gives you -2/-2. AU's Ambidexterity can only be taken at first level, and removes the -4 penalty on your off-hand, making it +0/+0. I like it rather better than core TWF.
 

AU First level feats

True that AU gives an extra feat at first level, but then the AU classes tend to get less of an up-front class ability package compared to D&D classes. AU uses unrestricted multi-classing, and this system means that players are less likely to cherry-pick classes just to get the neat level 1 abilities, then forget about them

I would suggest that players who start with an AU class get the bonus feat, and those who start with a D&D class don't.

Further to what others have said, keep AU and D&D spellcasting classes seperate as regards spell lists and mechanics. AU casters are more flexible but their spells have less power, generally.

Some feats are different - AU has no Dodge, instead having Defensive Stance and Defensive Move (one vs. missile, one melee). Item Creation feats are more free-form in AU. AU moves all the "+2 in two skills" feats like Alertness, Crafty etc. into one feat - Skill Application, where you choose the two related feats (it's the same effect, just tidier, like efficient programming!).

I'd say go for the AU feats as the basis for all. Add in any D&D ones that you like. That won't unbalance things too much. Again you might wish to keep the magical feats seperate. AU uses Modify Magic feat to cover most metamagic options except Quicken, so that might require attention to stop AU casters getting about 6 feats for the cost of 1 compared to their D&D friends.

As far as the no-spellcasting classes go, no problem. The fighter even holds his own vs. the Warmain and Unfettered, being a sort of general purpose middle-man style of fighting.
 


Darklone said:
The AU book proposes to have AU class chars pay more XPs (10% IIRC) per level.

I heard that this was because the standard D&D XP chart thingy wasn't OGL when Arcana Unearthed was released (although it is OGL now). Dunno how true this is, though...
 

Style said:
I heard that this was because the standard D&D XP chart thingy wasn't OGL when Arcana Unearthed was released (although it is OGL now). Dunno how true this is, though...

Where is it OGL? Did they put it in the srd anywhere?
 


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