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<blockquote data-quote="Monte At Home" data-source="post: 846430" data-attributes="member: 1335"><p>It's more like the cleric, except that it's based on class and personal choices a bit as well. Everyone has access to the whole list of spells classified as simple. Some casters (magisters and those who take certain feats) have access to some or all complex spells. And those who take the exotic spell feat can ready exotic spell(s).</p><p></p><p></p><p></p><p>OK. I didn't understand your point before. Now I do (sorry about that). You're actually bringing up one of the things I am most happy about Arcana Unearthed. While yes, it could be used as a "replacement," you'll find that the material can also just as easily be used as an addition to your existing game. You don't have to choose between AU and the D&D PH if you don't want to. It all works together. That's why I never even entertained any really wild ideas like making the game classless, less dependant on magic items, or using a spell point system. I wanted people to be able to use this <em>with</em> D&D if they wanted. </p><p></p><p> </p><p></p><p>No, that's my fault. I mispoke. I meant "the general d20 buying/interested market" of which I think that OGL and d20 stuff can be sort of lumped together. But you are absolutely right. This is not a d20 product, it's an OGL product.</p><p></p><p></p><p></p><p>Well, the first thing I do is just get every idea into a word file (or files). Usuually, this is the quickest part. The idea is to just get the ideas out, and nothing else. Then, I put it all together into a rough draft and playtest. After playtesting, I'll finish everything up and produce the final manuscript. </p><p></p><p>For something like AU, I basically did the last two steps twice (we did two rounds of playtesting--in fact, we're still finishing up the last round).</p><p></p><p></p><p></p><p>1. Not too much of one. There's a chance that you might see it in stores in late July rather than early August. But really, expect it in August.</p><p></p><p>2. Litorians are bestial hunters who are very quick and agile. They look a lot like humanoid lions. Most don't care for "civilized" society and they have a complex system of personal honor and debt.</p><p></p><p>Mojh are reptillian--almost draconic. Mojh are particularly weird because they all start as humans who choose to give up their humanity and permanently alter themselves into this new race. Mojh are very magical.</p><p></p><p>Verrik look like humans but have dark red (almost purple) skin. Every verrik has some psychic talent, and are in control of their own bodies in ways that most humans can't understand (verrik can, for example, shut off any one of their senses on command). </p><p></p><p>3. No. Racial levels are entirely optional. You don't even have to take one if you don't want to.</p><p></p><p>4. Under specific circumstances described in the book, yes.</p><p></p><p></p><p></p><p>Completely compatible. Just like with the core rules, and most D&D and d20 stuff you'll find. "Compatible, but complete on it's own" is sort of the mantra of AU.</p><p></p><p>That said, we'll probably take some of the few issues that will require a little work on the DM's part (like coming up with the heightened and diminished effects for spells) and do that work for you for some PH and Malhavoc spells, just as examples, and put them on the website. I don't know exactly yet, but we'll do something like that.</p><p></p><p>Also, I should note that in the setting portion of the follow-up book, the Diamond Throne, I'm specifically putting in places where the DM could put a dead god (or gods), a meteor, soul magic, and some other Malhavoc concepts. </p><p></p><p></p><p></p><p>1. I'm not 100% sure I understand what you mean, but basically I think that's the idea. You'll have spells that you can cast over and over, but if you want something special, you need to go the extra mile.</p><p></p><p>2. Probably.</p><p></p><p>3. Yeah, that's basically it. How much the witch and magister are correct is up to the spin you as a DM want to give it.</p></blockquote><p></p>
[QUOTE="Monte At Home, post: 846430, member: 1335"] It's more like the cleric, except that it's based on class and personal choices a bit as well. Everyone has access to the whole list of spells classified as simple. Some casters (magisters and those who take certain feats) have access to some or all complex spells. And those who take the exotic spell feat can ready exotic spell(s). OK. I didn't understand your point before. Now I do (sorry about that). You're actually bringing up one of the things I am most happy about Arcana Unearthed. While yes, it could be used as a "replacement," you'll find that the material can also just as easily be used as an addition to your existing game. You don't have to choose between AU and the D&D PH if you don't want to. It all works together. That's why I never even entertained any really wild ideas like making the game classless, less dependant on magic items, or using a spell point system. I wanted people to be able to use this [I]with[/I] D&D if they wanted. No, that's my fault. I mispoke. I meant "the general d20 buying/interested market" of which I think that OGL and d20 stuff can be sort of lumped together. But you are absolutely right. This is not a d20 product, it's an OGL product. Well, the first thing I do is just get every idea into a word file (or files). Usuually, this is the quickest part. The idea is to just get the ideas out, and nothing else. Then, I put it all together into a rough draft and playtest. After playtesting, I'll finish everything up and produce the final manuscript. For something like AU, I basically did the last two steps twice (we did two rounds of playtesting--in fact, we're still finishing up the last round). 1. Not too much of one. There's a chance that you might see it in stores in late July rather than early August. But really, expect it in August. 2. Litorians are bestial hunters who are very quick and agile. They look a lot like humanoid lions. Most don't care for "civilized" society and they have a complex system of personal honor and debt. Mojh are reptillian--almost draconic. Mojh are particularly weird because they all start as humans who choose to give up their humanity and permanently alter themselves into this new race. Mojh are very magical. Verrik look like humans but have dark red (almost purple) skin. Every verrik has some psychic talent, and are in control of their own bodies in ways that most humans can't understand (verrik can, for example, shut off any one of their senses on command). 3. No. Racial levels are entirely optional. You don't even have to take one if you don't want to. 4. Under specific circumstances described in the book, yes. Completely compatible. Just like with the core rules, and most D&D and d20 stuff you'll find. "Compatible, but complete on it's own" is sort of the mantra of AU. That said, we'll probably take some of the few issues that will require a little work on the DM's part (like coming up with the heightened and diminished effects for spells) and do that work for you for some PH and Malhavoc spells, just as examples, and put them on the website. I don't know exactly yet, but we'll do something like that. Also, I should note that in the setting portion of the follow-up book, the Diamond Throne, I'm specifically putting in places where the DM could put a dead god (or gods), a meteor, soul magic, and some other Malhavoc concepts. 1. I'm not 100% sure I understand what you mean, but basically I think that's the idea. You'll have spells that you can cast over and over, but if you want something special, you need to go the extra mile. 2. Probably. 3. Yeah, that's basically it. How much the witch and magister are correct is up to the spin you as a DM want to give it. [/QUOTE]
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