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<blockquote data-quote="Cyberzombie" data-source="post: 1592298" data-attributes="member: 47"><p>Well, Arcana Unearthed, in general, gives you more freedom at a slightly lower power level. It's pretty close to the same power level as regular D&D, as you would expect from Monte Cook.</p><p></p><p>Spells: There's one list, only. There are simple spells, that all spellcasters have access to. There are complex spells, that some classes have access to. There are also exotic spells, which only a few casters have access to. You can learn spell templates, like fire -- so you could add fire to any spell you cast. (I'm not 100% sure how that part works; I'm still reading my copy, and I haven't made it there yet. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> ) Also, most spells can be cast in a one-level lower version, and a one-level higher version, with weaker or more powerful effects. All in all, you get a lot more flexibility, but not quite as much power. It evens out in the end, from what everyone who has played has said.</p><p></p><p>As for the classes -- I would stack them up against the Core base classes. Many of them have *more* powers, but they're not superpowers. You'd be able to do different things than under the standard rules, but not more powerful things.</p><p></p><p>I've been going through the book rather slowly, since I'm studying it as I go, but it is reasonably powered and very different than your standard game. I'd say give it a try. It looks like fun to me. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Cyberzombie, post: 1592298, member: 47"] Well, Arcana Unearthed, in general, gives you more freedom at a slightly lower power level. It's pretty close to the same power level as regular D&D, as you would expect from Monte Cook. Spells: There's one list, only. There are simple spells, that all spellcasters have access to. There are complex spells, that some classes have access to. There are also exotic spells, which only a few casters have access to. You can learn spell templates, like fire -- so you could add fire to any spell you cast. (I'm not 100% sure how that part works; I'm still reading my copy, and I haven't made it there yet. :) ) Also, most spells can be cast in a one-level lower version, and a one-level higher version, with weaker or more powerful effects. All in all, you get a lot more flexibility, but not quite as much power. It evens out in the end, from what everyone who has played has said. As for the classes -- I would stack them up against the Core base classes. Many of them have *more* powers, but they're not superpowers. You'd be able to do different things than under the standard rules, but not more powerful things. I've been going through the book rather slowly, since I'm studying it as I go, but it is reasonably powered and very different than your standard game. I'd say give it a try. It looks like fun to me. :) [/QUOTE]
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