[AU] Arcana Unearthed Questions

I guess I don't see it the way others do. Sure characters come back from the dead. So what? This is a fantasy game, based on High Magic. If we wanted to, there's more than enough reason to cause the truenamed individual to lose a truename forever. Thus ensuring he/she isn't coming back. (Course he might lose ceremony feats but oh well.)
 

log in or register to remove this ad

Varianor Abroad said:
So it's a 7th level spell. Spells for Hire, p.136 AU gives us the cost which we should assume is for a single casting. Raise the dead must be cast on 7 consecutive days. So that's seven castings. The cost is caster level x 70 gp for a 7th level spell.

13x7x7=4459 gp.

But wait, we're not done. Each casting requires a 500 gp pearl. That's another 3500 gp. (The spell specifically says one pearl is required per casting.)

So you have to spend (4459+3500=) 7959 gp. Probably reasonable for the person approached to round up to 8000 gp.

One other thing that isn't specifically mentioned:

Casting 'raise the dead' takes eight hours a day for 7 days, so any mercantile-minded magister is going to charge you extra because you're taking up time that could be used to cast other spells for money. There's no reason a single casting of raise the dead should cost the same as a single casting of Transfer Wounds (total) when the former takes all day and the latter takes 6 seconds.

EDIT: and hell yeah, it's a lot harder to come back from the dead. In 3e it takes an 9th level cleric in the middle of the dungeon, and a door spike to keep someone from walking in on you for the whole minute it takes. No way are you going to do that in AU...

J
 
Last edited:

Quote :

/deep-throated, condescending tone on
Perhaps you didn't READ my post, but if you did it's VERY clear you did not COMPREHEND it.
/deep-throated, condescending tone off

And I prove my point that you read into others words. I was not being condescending. But perhaps you were not impying that I was, but simply decided to be so yourself. Hmmm...

I was making an observation. If someone looks at a stop sign and still thinks they can just go right through it without stopping they obviously did not really READ or perhaps did not COMPREHEND it. If I were to point this out it would not be condescending, it would be an observation. Which was what my earlier post was.

However, if it seemed that I was, and you were offended, then I appologize, as this was not the intent.

P.s. I suppose the driver at the stop sign COULD have read and comprehended the sign, but simply didn't care what it said, and did what he wanted to.
 
Last edited:

Felon said:
... If magic--to use Monte's turn of phrase--"took something away" from the genre in D&D by making raising the dead and curing maladies routine matters, it still does the same in AU. The ante is just somewhat higher. ...
Originally stated by Monte Cook
... Arcana Unearthed has the means to raise the dead, but they are not as common or simple as in other games.
seems to me like you're both saying the same thing. he said it'll be harder, you said it is harder. what's the issue?

... Well, Neg, I don't think I'll ever understand how a thread can't go one page without someone tossing out the dog-eared rule zero line, when A) contrary to claims to the otherwise, rule zero doesn't alleviate every problem, and B) the truth is it's often pretty irrelevant to the topic at hand. :) ...
and you may be right about that in some, maybe even a lot of those cases. however, in this specific case, the rule-zero is very relevant and does alleviate the problem. and it's "dog-eared" for a reason: it's useful, and it works.

... First off, people buy supplements to have content they can actually use. They don't buy books to turn around and not use what's in'em, and I don't think it's all that hard to understand why it's frustrating and wasteful when exactly that happens. ...
you've got a point here too, however, the reason it's hard to understand is (at least for me), your comments seem imply that because you can't use this specific content, the book isn't useful. and that's just not the case. the book is very useful. it's just that part of it doesn't fit your taste.

... I bought AU with the hope that it would offer some cool new options that I didn't have the time to make up myself, or the resources to playtest them. ...
and does it? does it offer cool new options? i'd say it does, and in spades. a lot of others would likly agree, yourself included, i'd wager.

... If I don't like what Monte says the cost for hiring spells should be, I'm left to my own devices to figure it out. Again, I think it's too hard to understand why this is disappointing. ...
i'm going to assume that you meant that you "don't think it's too hard to understand". fair enough. you don't like it, and that's disappointing. in fact, i think they're too low as well. here's what i'd do with it. assume that those are the prices for spells in the largest trading city in the world. each time the population halves, double the cost. as soon as the cost for a spell exceeds what a town can afford on its own the spell isn't available. not terribly elegant i admit, but i just came up with that off the top of my head.

... And then there's the fact that AU just isn't consistent with everything Monte said in the afore-posted quote. ...
i think for the most part that this is a matter of opinion. still, it isn't too hard to see how someone can have hopes for something and then find out that the logistics of getting it done weren't what they anticipated. lots of people have grand plans that never really go how they expect when confronted with reality.

now, i'm not saying that this is the case in ever instance, or that Monte doesn't know how to do the things he claims. nor am i being contradictory. i am simply offering a possible explanation that is other than "he lied to us" for the things that may genuinely not have been not realised. (which is no better or worse than the other explanations, simply alternate.) for the record, i disagree that there are as many shortcomings as most people who've been vocal about them say.

... I should also point out that the marvels of rule zero are totally dependent upon the irrate gamer being the GM. You can't rule-zero other folks' campaigns. ...
quite right, you can't. but the GM has the right to tell the story he wants to. he also has the obligation to work with players so that everyone's happy, or at least most people. but in the end, it's still his/her story.
 

Negative Zero said:
and does it? does it offer cool new options? i'd say it does, and in spades. a lot of others would likly agree, yourself included, i'd wager.

Yes, I like AU a lot. I wound up having to work this weekend instead of running a campaign (thanks to the blaster 32 virus), but it looks like the gang is game for one next Saturday. I've even had a couple of players who really want me to use the AU races as well, and I may well give in because I like players to come into a game enthused.

Now I am wholeheartedly looking at compatability issues. I only want one magic system, so if I toss out all of the PHB spellcasters, then I'm left with the barbarian, monk, fighter, and rogue. I have to confront some important questions like, do I want to figure out a way to include rangers (e.g. by taking away spells and give the, say, more skill points)? It's always good for the party to have a tracker--not just good for the party, but good for the DM. Any suggestions?
 
Last edited:

I think it would be plausible to use the Ranger without spells as a class in any game...the class gets some cool class abilities now in 3.5, and the spells are an added bonus.

Instead of calling it a Ranger, just change the concept a bit, and rename it Tracker or something. Look in the Soverign Stone setting, they have a class called Stalker that gains Track but has way less abilities than the Ranger has, and the Stalker doesn't cast magic and that class works well.

Now that I think of it, I think that is the one thing no class gets automatically, which is the Track feat. Perhaps one gets it as a bonus feat, I'm not to sure right now.
 

I'd recommend replacing the Ranger with the Scout, from the WarCraft RPG. It's got most of the Ranger's abilities, including Track at 1st level, but replaces the spell with other abilities.

Best part? The complete Scout class is available as a free sample on Blizzard's website. :)

EDIT: Well, complete minus the actual class table. :p Other than the abilities described in the text, the relevant info from the chart is a medium (i.e., cleric) BAB, and good Fort and Ref slaves, bad Will save.
 
Last edited:

Re: Re: Re: [AU] Arcana Unearthed Questions

Felon said:



Same vancian system, and unfortunately the same rule that casters can't prepare new spells until they've had eight hours of sound sleep. Maybe it's just me, but that always struck me as totally unheroic. Heroes should be able to ride hard and fight hard, not one or the other. I am sick of characters taking half-day long siestas in the middle of a hellish dungeon, or over-extending their spell resources during a particularly brutal encounter and having no hope to meet the save-the-world deadline without massive DM fudging. Long, unavoidable breaks from the action erodes that cinematic "edge-of-your-seat" suspence I strive to create, but that's how the 8-hour recharge system often works.


I seem to be a bit late in this thread, but I simply have to say something to the statement above:
The "8-hour-recharge" and the spell slots per day are the main reason why I personally prefer EverQuest RPG over both 3.5 and AU. This sounds perhaps blasphemous on a forum where EQrpg seems to be excluded from any discussion, but EQrpg has other rules I prefer greatly to 3.5 or AU - from the Training Point system, giving more flexibility in gaining feats, to the weapon delay factors, giving more incentives to use light and quick weapons in preference to the heavy cumbersome ones that dish out the most damage, to the language skills - the only language skills in the d20-OGL-world that actually measure how good you are in a single language, thus giving opportunity to nice social situations where people with low ranks in their only shared language try to make sense to each other.

Just some random thoughts.
 

Re: Re: Re: Re: [AU] Arcana Unearthed Questions

Ruland said:
I seem to be a bit late in this thread, but I simply have to say something to the statement above:
The "8-hour-recharge" and the spell slots per day are the main reason why I personally prefer EverQuest RPG over both 3.5 and AU. This sounds perhaps blasphemous on a forum where EQrpg seems to be excluded from any discussion, but EQrpg has other rules I prefer greatly to 3.5 or AU - from the Training Point system, giving more flexibility in gaining feats, to the weapon delay factors, giving more incentives to use light and quick weapons in preference to the heavy cumbersome ones that dish out the most damage, to the language skills - the only language skills in the d20-OGL-world that actually measure how good you are in a single language, thus giving opportunity to nice social situations where people with low ranks in their only shared language try to make sense to each other.

Care to enlighten a bit? I know about the weapon delay factors (and the flaws in that system). How does "training point" work--is it just allowing you to spend XP for feats? Or something else?

And, what about the language rules: is it basically taking actual ranks in each language you know, rather than just binary known/unknown, or is there something fancier to it?
 

Remove ads

Top