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Arcana Unearthed & DnD 3.5
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<blockquote data-quote="garyh" data-source="post: 1758966" data-attributes="member: 6078"><p>I recently started a new campaign, and I mixed AU with 3.5 (as well as WarCraft and the Complete Warrior <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ), and what I decided to do was to include all the combat and skill classes from AU, but not the magic classes. I decided two magic systems running around would be too confusing. So my world looks like this (anything not labeled is as from the PHB):</p><p></p><p>Races - Dwarf, Giant (AU), Human, Orc (WC), Goblin (MM)</p><p></p><p>Classes - Akashic (AU), Barbarian, Bard, Champion (AU), Cleric, Druid, Fighter, Hexblade (CW), Marshal (Mini Handbook), Ranger, Rogue, Samurai (CW), Sorcerer, Totem Warrior (AU), Unfettered (AU), Warmain (AU), Wizard</p><p></p><p>Oh, and I'm using the Celestial, Demon, Devil, Elemental, Gold and Red Dragon bloodlines from UA. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I didn't give the bonus ceremonial feat to anyone, but everyone is using the PHB XP chart. Oh, and to compensate for and mesh the increased number of classes available with Favored Classes, I gave each non-human race three choices (Barbarian, Druid and Totem Warrior for Orcs, for example) of favored class, to be decided by the player when their PC take a level in a second class.</p><p></p><p>In case anyone's curious, the party looks like:</p><p></p><p>Dwarf (earth-blooded) Warmain</p><p>Giant Samurai</p><p>Human (air-blooded) Druid</p><p>Orc Hawk Totem Warrior</p><p>Human Rogue</p><p></p><p>No arcanists anyway, but luckily the Rogue has maxed Use Magic Device. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>This approach gives your warrior/skill-types a lot of room to specialize, and leaves magic (already the most complicated part of the game, IMHO) alone.</p><p></p><p>Regarding including these options in an existing campaign, I'd stick to whatever races are in your world, and just open up the AU non-magic classes to PC's, unless you can come up with a good reason for a new approach to magic being discovered.</p></blockquote><p></p>
[QUOTE="garyh, post: 1758966, member: 6078"] I recently started a new campaign, and I mixed AU with 3.5 (as well as WarCraft and the Complete Warrior :) ), and what I decided to do was to include all the combat and skill classes from AU, but not the magic classes. I decided two magic systems running around would be too confusing. So my world looks like this (anything not labeled is as from the PHB): Races - Dwarf, Giant (AU), Human, Orc (WC), Goblin (MM) Classes - Akashic (AU), Barbarian, Bard, Champion (AU), Cleric, Druid, Fighter, Hexblade (CW), Marshal (Mini Handbook), Ranger, Rogue, Samurai (CW), Sorcerer, Totem Warrior (AU), Unfettered (AU), Warmain (AU), Wizard Oh, and I'm using the Celestial, Demon, Devil, Elemental, Gold and Red Dragon bloodlines from UA. :) I didn't give the bonus ceremonial feat to anyone, but everyone is using the PHB XP chart. Oh, and to compensate for and mesh the increased number of classes available with Favored Classes, I gave each non-human race three choices (Barbarian, Druid and Totem Warrior for Orcs, for example) of favored class, to be decided by the player when their PC take a level in a second class. In case anyone's curious, the party looks like: Dwarf (earth-blooded) Warmain Giant Samurai Human (air-blooded) Druid Orc Hawk Totem Warrior Human Rogue No arcanists anyway, but luckily the Rogue has maxed Use Magic Device. ;) This approach gives your warrior/skill-types a lot of room to specialize, and leaves magic (already the most complicated part of the game, IMHO) alone. Regarding including these options in an existing campaign, I'd stick to whatever races are in your world, and just open up the AU non-magic classes to PC's, unless you can come up with a good reason for a new approach to magic being discovered. [/QUOTE]
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