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Arcana Unearthed: The Malhavoc Handbook
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<blockquote data-quote="Messageboard Golem" data-source="post: 2011184" data-attributes="member: 18387"><p>Well, I think everyone else has detailed the contents quite well enough, so I'll just tell you what I like and don't like.</p><p></p><p><strong>Races</strong></p><p></p><p>I like the fact that the faen race has more than one type or subrace, as well as the fact that one can choose to change themselves. A big part of the themes of Arcana Unearthed is choice over presdestined fate, and taking responsibility for their own actions. The interesting mojh, with their voluntary transformation are also quite fascinating. One of the best mechanics from this chapter is the racial level. For the undecided character, or those that just find the idea of self-improvement a good one, these racial levels provide a great alternative to jumping feet-first into adventuring.</p><p></p><p><strong>Classes</strong></p><p></p><p>One of the best things I liked here was the versitility of some of the classes. The champion, totem warrior, and witch have so many options to expand and customize the class, that they really tickle my fancy. The unfettered makes a truly great lightly-armored fighter; the quintessential swashbuckler, while the warmain allows you to make the baddest tank (or best knight-strategist) that ever walked the face of Dor-Ethnos. </p><p></p><p>The mage blade gives those searching for the perfect warrior-wizard crossbreed everything they've been hoping for. The exceedingly versitile akashic pretty much allows you to do nearly everything. The runethane is a great spin on the more traditional wizard, while the oathsworn allows your character to become a living weapon for their cause.</p><p></p><p><strong>Feats</strong> </p><p></p><p>I have to say, I really like the idea of talents. It makes characters extremely unique in a way that no one else can later emulate. It really gives you something interesting to work into a background as well, if you desire. The spell template feats also give spellcasters great flavor and versitality. In addition, the fact that many feats are ceremonial feats makes for some great in-game plot hooks and little side quests.</p><p></p><p><strong>Magic</strong></p><p></p><p>One of the most unique aspects of AU, the magical system with its levels of complexity of magic and ability to weave and unravel slots allows casters to make the most of their magic. I really enjoy the ability to switch out even my spells readied, as if I expected combat and need some divination magic, I'm not stuck waiting a day. The spells are, pound for pound, weaker than normal D&D spells, but with the versitility that's fair.</p><p></p><p><strong>Other rules and stuff</strong></p><p></p><p>The new death and dying rules (disabled at negative Con mod, dead at beyond negative Con) allow for those with good Con (typically fighters) to continue fighting the good fight. More definitive rules (requiring Listen and Concentration checks) for waking up make for tenser nighttime fights.</p><p></p><p>The inclusion of runechildren, those sworn to defend the land, is a great in-game reward for the self-sacrificing PC.</p><p></p><p>I really like the art by Sam Wood, as the pictures of the greenbonds, mage blades, and totem warriors are really excellent and make me want to play them.</p><p></p><p><strong>Things I didn't like</strong></p><p></p><p>There was only one thing I really didn't like, and that was the inclusion of some very graphic, chunky art that to me looked clumsy. It was not particularly evocative and in places looked rather silly. It reminded me of some comic book artists I don't care for. But the content is otherwise so good that I cheerfully overlook a few pictures.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2011184, member: 18387"] Well, I think everyone else has detailed the contents quite well enough, so I'll just tell you what I like and don't like. [b]Races[/b] I like the fact that the faen race has more than one type or subrace, as well as the fact that one can choose to change themselves. A big part of the themes of Arcana Unearthed is choice over presdestined fate, and taking responsibility for their own actions. The interesting mojh, with their voluntary transformation are also quite fascinating. One of the best mechanics from this chapter is the racial level. For the undecided character, or those that just find the idea of self-improvement a good one, these racial levels provide a great alternative to jumping feet-first into adventuring. [b]Classes[/b] One of the best things I liked here was the versitility of some of the classes. The champion, totem warrior, and witch have so many options to expand and customize the class, that they really tickle my fancy. The unfettered makes a truly great lightly-armored fighter; the quintessential swashbuckler, while the warmain allows you to make the baddest tank (or best knight-strategist) that ever walked the face of Dor-Ethnos. The mage blade gives those searching for the perfect warrior-wizard crossbreed everything they've been hoping for. The exceedingly versitile akashic pretty much allows you to do nearly everything. The runethane is a great spin on the more traditional wizard, while the oathsworn allows your character to become a living weapon for their cause. [b]Feats[/b] I have to say, I really like the idea of talents. It makes characters extremely unique in a way that no one else can later emulate. It really gives you something interesting to work into a background as well, if you desire. The spell template feats also give spellcasters great flavor and versitality. In addition, the fact that many feats are ceremonial feats makes for some great in-game plot hooks and little side quests. [b]Magic[/b] One of the most unique aspects of AU, the magical system with its levels of complexity of magic and ability to weave and unravel slots allows casters to make the most of their magic. I really enjoy the ability to switch out even my spells readied, as if I expected combat and need some divination magic, I'm not stuck waiting a day. The spells are, pound for pound, weaker than normal D&D spells, but with the versitility that's fair. [b]Other rules and stuff[/b] The new death and dying rules (disabled at negative Con mod, dead at beyond negative Con) allow for those with good Con (typically fighters) to continue fighting the good fight. More definitive rules (requiring Listen and Concentration checks) for waking up make for tenser nighttime fights. The inclusion of runechildren, those sworn to defend the land, is a great in-game reward for the self-sacrificing PC. I really like the art by Sam Wood, as the pictures of the greenbonds, mage blades, and totem warriors are really excellent and make me want to play them. [b]Things I didn't like[/b] There was only one thing I really didn't like, and that was the inclusion of some very graphic, chunky art that to me looked clumsy. It was not particularly evocative and in places looked rather silly. It reminded me of some comic book artists I don't care for. But the content is otherwise so good that I cheerfully overlook a few pictures. [/QUOTE]
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