Did you use UA in your 1E games?

Yep. It was a great to have all those new options. We all hated the barbarian class, though, and ignored it. That whole "I hate magic users" stuff was idiotic.
 

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I bought UA basically at the same time as the other AD&D books... (I know, I know, I'm not a true grognard...)

At the time, i basically used all of it.

Later, I started picking and choosing.... for example in my longest running AD&D campaign I disallowed barbarians but allowed cavaliers and weapon specialization.

The new spells and items are part of my AD&D games 99% of the time. (It happens that I want to run a one shot for players without experience and then I try to mimimise the amount of rules)
 

I remember one of my favorite npc bad guys was a 1/2Ogre (from Dragon Magazine, I think #73) Cavalier who really freaked out my players because he rode a Wooly Rhino, initially. Later when the characters were tougher, he was riding a Black Dragon around. He was pretty interesting with his Black Full Plate, and Two-Handed Sword (as they were called then) wielded in one hand (with all the specialization bonuses).

I was a big fan of the extra stuff in the book, but in fairness, did not get much of a chance to use too much. Chromatic Orb was used extensively by my Illusionist.
 

tx7321 said:
Foster: "making the paladin into a subclass of the cavalier".

UGGG!!! I forgot about that. Yeah that would have to go on top of the pile of stuff I hated about UA.

I thought everybody just treated the Cavalier-Paladin as a separate entity from the Fighter-Paladin despite what the book said. As it was with the Dragon version of the Cavalier.

Not that it ever came up. Paladins were rare in my oAD&D group, & I think I played the only Cavalier (who was not a Paladin).
 


At the time, I was a player.

My Dm allowed spells, level limits (plus that dragon magazine article that was a wee bit more generous), character generation, social class generation, magic items (+6 Holy Avenger! DUDE!). He had his own gods so no racial deities. Weapon Specialization was allowed (and yes I cheesed out). Cavalier-Paladin was not allowed, except that half-elves could be paladins now (and thus I played a half-elf Paladin!), and while barbarians were allowed, party infighting wasn't and we already had a magic-user. Thief-Acrobat was allowed but never used. Heirophant Druids technically were allowed, but the issue never came up for PCs. New weapons and armor were allowed. Comeliness was technically allowed but I don't think it made an in-game difference, ever (actually I may have been the only person that cared enough to even put it on my character sheet). No subraces (except as NPC monsters).

Looking back, it may have been the beginning of the shafting of the half-elf, as more and more races got into clerics (and multi-classing clerics).

We did look at the polearms (So, THAT is a lucern hammer? I guess clerics can't use them after all) :)
 


I don't remember using much from it. About the time it came out, I was playing mostly non-D&D stuff. I picked it up, and we might have used some spells or items from it but I don't remember anyone playing a barbarian, cavalier, or thief-acrobat.
 

dcas said:
UA is a great book . . . why wouldn't one use it in one's AD&D campaign?

Because some of the classes, taken straight from the book, are horribly unbalanced. And the alternate dice rolling methods for statistics are ridiculous.

If you're going to use the dice rolling methods proposed, just give the character a spread of 18, 18, 17, 16, 15, 14, assign at will, and be done with it.

There are some cool things in UA (cantrips, other spells), but the point is that there are significant balance issues involved.
 

dcas said:
UA is a great book . . . why wouldn't one use it in one's AD&D campaign?

huh?

i think the first part of your statement is the problem.

great. great for what?

next you are gonna tell me.. DSG and WSG are great too.

places hands over ears hhmmmmmmmmm.... fa la la ..la ... i'm not listening
 

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