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Arcana Unearthed & DnD 3.5
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<blockquote data-quote="ruleslawyer" data-source="post: 1760716" data-attributes="member: 1757"><p>Welcome to the boards, Frukathka!</p><p></p><p>As a rule, I find that the following elements of AU can be dropped into a D&D campaign, 3.0 or 3.5. The AU non-spellcasting classes, item creation feats, most combat-related feats, truename rules, and races fit pretty well. I'd say that if you're giving PCs the extra feat at 1st level, you give it to all PCs regardless of class. I don't think it's unbalancing to do that. </p><p></p><p>The exceptions are the oathsworn class, which IMHO should use the 3.5 monk flurry rules, Defensive Move/Stance (where you should just pick whether to use these feats or Dodge), and TWF, where you should just pick an alternative. (I'd go with 3.5 TWF, especially if you're using the ranger class.)</p><p></p><p>While I respect Varianor's suggestion about using AU and D&D magic side by side (that suggestion has been endorsed by Monte, after all), I find that the approach causes too much proliferation of rules for my taste and is a bit complicated for new players from the POV of creating options. I'd suggest picking one magic system or the other, and keeping the relevant classes, or combining the two. The scenarios might look like this:</p><p></p><p>1) AU spells, magic-related feats, spell templates, greenbonds, mage blades, magisters, runethanes, and witches</p><p></p><p>2) D&D spells, metamagic feats, alt. spell templates (see Dragon 318?), bards, clerics, druids, sorcerers, wizards.</p><p></p><p>3) Something different. IMC, for example, all spellcasting classes use the AU ready rules, magic-affecting feats (Quicken, Modify, etc.) and spell templates. The primary spellcasting classes are the cleric, druid, and magister; the secondary spellcasting classes are the bard and ranger. (Paladin is a PrC.) </p><p></p><p>Clerics and druids use the greenbond spell progression, and the cleric gets a restricted spell selection, only medium armor (no shields), and has a few key spells removed. </p><p></p><p>Neither clerics nor druids use the simple/complex/exotic system, instead having their own (limited) class spell selection. [I'd considered giving clerics access to simple spells, spells with the positive energy descriptor, domain spells, and spells with a special [miracle] category, but I decided that was too complicated.) The magister is as in AU, but with d4 Hit Dice and some of the D&D spells ported over into simple, exotic, or complex categories. A magister also can choose a different focus from a staff; some choose a familiar, others can use spellbooks. </p><p></p><p>The bard uses the mageblade spell progression, and gains access to all simple spells and spells with the Music descriptor; these include a selection of sound-based and other spells appropriate to the bard class. The ranger has its usual class spell list.</p><p></p><p>I don't use the witch or sorcerer classes, but would allow the mageblade and runethane as is. I'd be happy to post my spell lists, which are attached to another thread referenced here.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 1760716, member: 1757"] Welcome to the boards, Frukathka! As a rule, I find that the following elements of AU can be dropped into a D&D campaign, 3.0 or 3.5. The AU non-spellcasting classes, item creation feats, most combat-related feats, truename rules, and races fit pretty well. I'd say that if you're giving PCs the extra feat at 1st level, you give it to all PCs regardless of class. I don't think it's unbalancing to do that. The exceptions are the oathsworn class, which IMHO should use the 3.5 monk flurry rules, Defensive Move/Stance (where you should just pick whether to use these feats or Dodge), and TWF, where you should just pick an alternative. (I'd go with 3.5 TWF, especially if you're using the ranger class.) While I respect Varianor's suggestion about using AU and D&D magic side by side (that suggestion has been endorsed by Monte, after all), I find that the approach causes too much proliferation of rules for my taste and is a bit complicated for new players from the POV of creating options. I'd suggest picking one magic system or the other, and keeping the relevant classes, or combining the two. The scenarios might look like this: 1) AU spells, magic-related feats, spell templates, greenbonds, mage blades, magisters, runethanes, and witches 2) D&D spells, metamagic feats, alt. spell templates (see Dragon 318?), bards, clerics, druids, sorcerers, wizards. 3) Something different. IMC, for example, all spellcasting classes use the AU ready rules, magic-affecting feats (Quicken, Modify, etc.) and spell templates. The primary spellcasting classes are the cleric, druid, and magister; the secondary spellcasting classes are the bard and ranger. (Paladin is a PrC.) Clerics and druids use the greenbond spell progression, and the cleric gets a restricted spell selection, only medium armor (no shields), and has a few key spells removed. Neither clerics nor druids use the simple/complex/exotic system, instead having their own (limited) class spell selection. [I'd considered giving clerics access to simple spells, spells with the positive energy descriptor, domain spells, and spells with a special [miracle] category, but I decided that was too complicated.) The magister is as in AU, but with d4 Hit Dice and some of the D&D spells ported over into simple, exotic, or complex categories. A magister also can choose a different focus from a staff; some choose a familiar, others can use spellbooks. The bard uses the mageblade spell progression, and gains access to all simple spells and spells with the Music descriptor; these include a selection of sound-based and other spells appropriate to the bard class. The ranger has its usual class spell list. I don't use the witch or sorcerer classes, but would allow the mageblade and runethane as is. I'd be happy to post my spell lists, which are attached to another thread referenced here. [/QUOTE]
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