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General Tabletop Discussion
*Dungeons & Dragons
Arcana Unearthed effects on 5e?
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<blockquote data-quote="hanez" data-source="post: 5802423" data-attributes="member: 82160"><p>I've noticed a couple things from Monte Cookes 3.5 Arcana Unearthed that have been hinted at being in D&D Next. Just in case anyone hasn't heard of it, Arcana Unearthed was an Alternate Players Handbook for 3e, that later got expanded into a complete system Arcana Evolved(AE). I definitely recommend it as a good read, it put many options and new twists into races, classes and feats. </p><p></p><p>Anyways some of the concepts I see carried over:</p><p></p><p> While classes werent uncommon in Arcana Evolved, some feats and spells were "exotic", that required DM approval or were used as a story reward.</p><p></p><p> Many classes had an enormous about of options within them in AE. For example after you chose to be the witch class, you would have to choose what type of witch</p><p></p><p>Also I think the design of AE really fits with the modularness they've been speaking about. For example with the champion class, there were 5 or so champions (Champion of Light, Good, Death etc). But in the sidebar there were explicit rules on how to make your own champion of any cause you liked. AE was meant to be more complicated then 3e, but I almost see them using a scaled down version for 5e. For example presenting only two types of Champions/Paladins, and then having the options to create more or modules or options in appendixes. This would kind of fit the any style of game play they keep talking about.</p><p></p><p>Anyways, that's all I got. Wonder if anyone else has noticed more? I am sure there are bound to be some more similarities with Monte at the helm of 5e.</p></blockquote><p></p>
[QUOTE="hanez, post: 5802423, member: 82160"] I've noticed a couple things from Monte Cookes 3.5 Arcana Unearthed that have been hinted at being in D&D Next. Just in case anyone hasn't heard of it, Arcana Unearthed was an Alternate Players Handbook for 3e, that later got expanded into a complete system Arcana Evolved(AE). I definitely recommend it as a good read, it put many options and new twists into races, classes and feats. Anyways some of the concepts I see carried over: While classes werent uncommon in Arcana Evolved, some feats and spells were "exotic", that required DM approval or were used as a story reward. Many classes had an enormous about of options within them in AE. For example after you chose to be the witch class, you would have to choose what type of witch Also I think the design of AE really fits with the modularness they've been speaking about. For example with the champion class, there were 5 or so champions (Champion of Light, Good, Death etc). But in the sidebar there were explicit rules on how to make your own champion of any cause you liked. AE was meant to be more complicated then 3e, but I almost see them using a scaled down version for 5e. For example presenting only two types of Champions/Paladins, and then having the options to create more or modules or options in appendixes. This would kind of fit the any style of game play they keep talking about. Anyways, that's all I got. Wonder if anyone else has noticed more? I am sure there are bound to be some more similarities with Monte at the helm of 5e. [/QUOTE]
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