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[AU] Arcana Unearthed Questions
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<blockquote data-quote="Monte At Home" data-source="post: 1052704" data-attributes="member: 1335"><p>Well, you might find my opinions biased, but I do have some experience with this.</p><p></p><p></p><p></p><p>I'd say it's not all that true, but it depends. If you want an all-AU game, using no standard PH material, and you play in say, the Forgotten Realms, you've got some real challenges ahead. (Mostly because you'll have to figure out what to do with all the elves and dwarves and druids and so forth.) If you just want to take a few race, or--even easier--a few classes and put them in FR, you can do this very easily. If you want to take most everything in AU and dump it into FR, which I'm only using as an example, there will be some decisions to make and some work to do, but it wouldn't be overwhelmingly difficult.</p><p></p><p>I myself am running a game that was a core D&D game, and basically added in about 95% of AU into it. It required some planning and forethought (such as reasons for where these new people came from), but it wasn't that hard.</p><p></p><p>There are people on the montecook.com boards talking about these same things right now, with all kinds of cool ideas for campaigns and conversions.</p><p></p><p></p><p></p><p>I wouldn't say that AU is any more high magic than straight up D&D. In fact, there was a real intentional shift on my part to back away from some of the things that magic can do that, in my opinion, sometimes louse up a good campaign--diseases, conditions, curses, etc. that are fixed too easily, divinations that ruin plots, and so forth. They're gone from the game. </p><p></p><p>There are also more classes that don't ever cast a spell in AU.</p><p>But it would be incorrect to say that this is a "low magic" game. The alternate magic system, while not wildly different, offers a lot of flexibility to spellcasters. Flexibility, as you might guess, leads to complexity. The AU spell system is more complex. </p><p></p><p>To really answer your question, there are lots of DMs out there right now developing (and posting the details of) homebrew AU campaigns. Diamond Throne is <em>an</em> Arcana Unearthed campaign, but not <em>the</em> Arcana Unearthed campaign.</p><p></p><p></p><p></p><p>To be honest, the answer is, it depends. Is every PrC, feat and monster going to fit? No, not really. But then, not every PrC, feat and monster fit into every D&D campaign, either. Frankly, I'd estimate about 1/2 to 2/3 of regular d20 material can be fit into an AU game without much of a thought, but the rest would require some work or possibly wouldn't work at all.</p><p></p><p>I should point out that Mystic Eye, Fiery Dragon, and Necromancer gave have or will put out material to support AU, and of course we will too. There will also be a line of miniatures, data sets for PCGen, and more.</p><p></p><p>Hope that helped.</p></blockquote><p></p>
[QUOTE="Monte At Home, post: 1052704, member: 1335"] Well, you might find my opinions biased, but I do have some experience with this. I'd say it's not all that true, but it depends. If you want an all-AU game, using no standard PH material, and you play in say, the Forgotten Realms, you've got some real challenges ahead. (Mostly because you'll have to figure out what to do with all the elves and dwarves and druids and so forth.) If you just want to take a few race, or--even easier--a few classes and put them in FR, you can do this very easily. If you want to take most everything in AU and dump it into FR, which I'm only using as an example, there will be some decisions to make and some work to do, but it wouldn't be overwhelmingly difficult. I myself am running a game that was a core D&D game, and basically added in about 95% of AU into it. It required some planning and forethought (such as reasons for where these new people came from), but it wasn't that hard. There are people on the montecook.com boards talking about these same things right now, with all kinds of cool ideas for campaigns and conversions. I wouldn't say that AU is any more high magic than straight up D&D. In fact, there was a real intentional shift on my part to back away from some of the things that magic can do that, in my opinion, sometimes louse up a good campaign--diseases, conditions, curses, etc. that are fixed too easily, divinations that ruin plots, and so forth. They're gone from the game. There are also more classes that don't ever cast a spell in AU. But it would be incorrect to say that this is a "low magic" game. The alternate magic system, while not wildly different, offers a lot of flexibility to spellcasters. Flexibility, as you might guess, leads to complexity. The AU spell system is more complex. To really answer your question, there are lots of DMs out there right now developing (and posting the details of) homebrew AU campaigns. Diamond Throne is [I]an[/I] Arcana Unearthed campaign, but not [I]the[/I] Arcana Unearthed campaign. To be honest, the answer is, it depends. Is every PrC, feat and monster going to fit? No, not really. But then, not every PrC, feat and monster fit into every D&D campaign, either. Frankly, I'd estimate about 1/2 to 2/3 of regular d20 material can be fit into an AU game without much of a thought, but the rest would require some work or possibly wouldn't work at all. I should point out that Mystic Eye, Fiery Dragon, and Necromancer gave have or will put out material to support AU, and of course we will too. There will also be a line of miniatures, data sets for PCGen, and more. Hope that helped. [/QUOTE]
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