Negative Zero
First Post
have the book. love the content. not a big fan of the art, but that's just filler anyway. the font sizing and spacing is a lil odd, but very clean looking. and the book feels very sturdy. the races are cool, but not mindblowing. the classes are very very nice and in a lot of cases, they are mindblowing.
the champion i feel should replace the paladin everywhere! the warmain i felt works like an elite fighter type likely more accesible to nobles and wealthy merchants with cool abilities, but fewer feats, so a standard fighter might likely be more versatile. the oathsworn didn't grab me tho.
i loved the mageblade, and the concept and execution of the magister feels a lot more like what i expected a wizard to be. the runethane and witch are just beautiful.
i also have to hand it to Monte for the feats chapter. there are a lot of very useful and conceptually attractive offerings here. (not sure how they play out yet.) the magic feats are just sweet! and by sweet i mean totally awesome!

the AU spell system is not DnD. and it hurts your understanding to think of it as such and to make a direct comparison to it. this is an entirely new way of doing things. the old rules and MO do not apply here.
i think it may help to think of the system not in terms of spells being created by individuals, but more so in the sense that spells are already a part of magic. (or at least certain spells, like simple spells, for example.)
therefore, when a character gains the ability to cast spells of a new level, he doesn't need to go out and learn these spells, his new access to that level of power means he simply needs to call on the already existing power.
now, if you want to rule that the character needs to spend at least a full 24 hours in deep meditation (for example) in order to attune his mind to this new level of power, then feel free. that's one of the very cool things about AU, it's your choice.
Monte says very specifically, that this is an advanced book. if you are a beginner, then this book is not for you. when i first read that sentiment, i thought it a bit pretentious, and that it smacked of overblown self-importance. but that was just the knee-jerk reaction.
as i read some more, i realised that it really is true. it's not meant as an insult to anyone, simply a warning, that a certain level of competence is required. (NOTE: i am not suggesting that you do not posses the required level of competence.)
so basically, this is a new system. and the old rules do not apply.
~NegZ
the champion i feel should replace the paladin everywhere! the warmain i felt works like an elite fighter type likely more accesible to nobles and wealthy merchants with cool abilities, but fewer feats, so a standard fighter might likely be more versatile. the oathsworn didn't grab me tho.
i loved the mageblade, and the concept and execution of the magister feels a lot more like what i expected a wizard to be. the runethane and witch are just beautiful.
i also have to hand it to Monte for the feats chapter. there are a lot of very useful and conceptually attractive offerings here. (not sure how they play out yet.) the magic feats are just sweet! and by sweet i mean totally awesome!


Malacoda said:... What if I have no downtime? What if a character gains access to a spell level while slogging through a dungeon, having spent no real time studying, or anything resembling downtime except for sleeping and short resting? Does he have access to all those new spells for his level? The rules tells use they learn spells, not gain them automatically, like clerics. So what happens when you don't get a chance to learn them? ...
the AU spell system is not DnD. and it hurts your understanding to think of it as such and to make a direct comparison to it. this is an entirely new way of doing things. the old rules and MO do not apply here.
i think it may help to think of the system not in terms of spells being created by individuals, but more so in the sense that spells are already a part of magic. (or at least certain spells, like simple spells, for example.)
therefore, when a character gains the ability to cast spells of a new level, he doesn't need to go out and learn these spells, his new access to that level of power means he simply needs to call on the already existing power.
now, if you want to rule that the character needs to spend at least a full 24 hours in deep meditation (for example) in order to attune his mind to this new level of power, then feel free. that's one of the very cool things about AU, it's your choice.
Monte says very specifically, that this is an advanced book. if you are a beginner, then this book is not for you. when i first read that sentiment, i thought it a bit pretentious, and that it smacked of overblown self-importance. but that was just the knee-jerk reaction.
as i read some more, i realised that it really is true. it's not meant as an insult to anyone, simply a warning, that a certain level of competence is required. (NOTE: i am not suggesting that you do not posses the required level of competence.)
so basically, this is a new system. and the old rules do not apply.
~NegZ
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