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AU - first impressions?
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<blockquote data-quote="Apok" data-source="post: 1041791" data-attributes="member: 1969"><p>Got my copy yesterday and I'm thouroughly enjoying it. As far as the magic system is concnerned, I like alot more than D&D's Vancian system. The sheer level of flexability you get when casting is incredible, especially when you consider all the feats that let you modify your spells on the fly. </p><p></p><p>I admit I wasn't terribly impressed with most of the new races. In fact, the only two I really liked were the Giants and Faen. The Sibeccai, Litorians, and Mojh just seemed to be anthropomorphic "filler" designed to take the place of your more traditional fantasy races. Of course, if your into the whole "cat-man" and "dog-man" thing, you'll probably dig them. The concept of each race having racial levels so that they can augment their natural abilities is a great one and I definitely think it should be used more in the future. The Verrik are... well, different, but you could just as easily swap them out with Githyanki or Githzerai as a playable PC race. </p><p></p><p>The class section is definitely my favorite. Almost every class made me think, "damn that's cool!" Lots of flavor and interesting concepts, though I think Monte definitely triumphed with the Witch and Akashic classes. My biggest complaint was the fact that the Warmain and Unfettered classes, while good, are rather blah when compared to the others. Not saying that they are unbalanced or weak, just not very "sexy." Also, given the choice between playing an Oathsworn and a 3.5 Monk, I'll take the Monk. </p><p></p><p>The chapter devoted to feats is about what you'd expect, lots of familiar feats and lots of cool new feats. Monte, bless him, avoided the temptation to make a bunch of "+2 to Two Skills" feats and just made a single feat that could cover all of 'em. Go Monte! The various ceremony feats exist primarily to give your character cool special abilities like Opportunist, Defensive Roll, etc. There are also Talents, which are basically feats you can only take at 1st level. Ambidexterity falls under this category, as do a few others that give you some pretty nice benefits. </p><p></p><p>The spells chapter is one which I haven't fully had time to go over yet. It's a big chapter and most of the spells in it are different than your typicall D&D fare. The fact that every spell has a normal, diminished, and heightened effect is excellent. It's just one more thing that enhances the overall flexability of AU's spell system and gives the player's more options to play with. </p><p></p><p>Overall, I think the book is top notch, though I don't know if I would play or run it strictly as written. For example, there really isn't a class that functions as a direct corollary to the Bard, so I would probably do some quick modifications to fit him into the AU spell system. I would probably also convert the Ranger and Monk classes over just to have a couple of "generic" classes in the mix. While the AU classes are great, some of them carry alot of roleplaying baggage which might make it difficult for some people to really dig the class. Fortunately, this is an easy thing to fix, so it's all good.</p><p></p><p>If anyone has any questions regarding AU, feel free to ask.</p></blockquote><p></p>
[QUOTE="Apok, post: 1041791, member: 1969"] Got my copy yesterday and I'm thouroughly enjoying it. As far as the magic system is concnerned, I like alot more than D&D's Vancian system. The sheer level of flexability you get when casting is incredible, especially when you consider all the feats that let you modify your spells on the fly. I admit I wasn't terribly impressed with most of the new races. In fact, the only two I really liked were the Giants and Faen. The Sibeccai, Litorians, and Mojh just seemed to be anthropomorphic "filler" designed to take the place of your more traditional fantasy races. Of course, if your into the whole "cat-man" and "dog-man" thing, you'll probably dig them. The concept of each race having racial levels so that they can augment their natural abilities is a great one and I definitely think it should be used more in the future. The Verrik are... well, different, but you could just as easily swap them out with Githyanki or Githzerai as a playable PC race. The class section is definitely my favorite. Almost every class made me think, "damn that's cool!" Lots of flavor and interesting concepts, though I think Monte definitely triumphed with the Witch and Akashic classes. My biggest complaint was the fact that the Warmain and Unfettered classes, while good, are rather blah when compared to the others. Not saying that they are unbalanced or weak, just not very "sexy." Also, given the choice between playing an Oathsworn and a 3.5 Monk, I'll take the Monk. The chapter devoted to feats is about what you'd expect, lots of familiar feats and lots of cool new feats. Monte, bless him, avoided the temptation to make a bunch of "+2 to Two Skills" feats and just made a single feat that could cover all of 'em. Go Monte! The various ceremony feats exist primarily to give your character cool special abilities like Opportunist, Defensive Roll, etc. There are also Talents, which are basically feats you can only take at 1st level. Ambidexterity falls under this category, as do a few others that give you some pretty nice benefits. The spells chapter is one which I haven't fully had time to go over yet. It's a big chapter and most of the spells in it are different than your typicall D&D fare. The fact that every spell has a normal, diminished, and heightened effect is excellent. It's just one more thing that enhances the overall flexability of AU's spell system and gives the player's more options to play with. Overall, I think the book is top notch, though I don't know if I would play or run it strictly as written. For example, there really isn't a class that functions as a direct corollary to the Bard, so I would probably do some quick modifications to fit him into the AU spell system. I would probably also convert the Ranger and Monk classes over just to have a couple of "generic" classes in the mix. While the AU classes are great, some of them carry alot of roleplaying baggage which might make it difficult for some people to really dig the class. Fortunately, this is an easy thing to fix, so it's all good. If anyone has any questions regarding AU, feel free to ask. [/QUOTE]
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