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Did you use UA in your 1E games?
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<blockquote data-quote="grodog" data-source="post: 3230261" data-attributes="member: 1613"><p>Much of the material published in UA was first previewed in Dragon Magazine, and we used most of the PC classes there first, along with many of the spells, new weapons, etc. In fact, I still prefer the Dragon 63 Barbarian to the UA version, and some spells from the original Dragon versions too. </p><p></p><p>Thus, we used those rules quite extensively before UA appeared. We adopted Weapon Specialization too, though in retrospect we were too generous with it (allowing multiclass PCs to use it, for example). Increased demi-human level limits were already being played with (and bypassed in cases where it really mattered in game play with <em>wishes</em>, tomes to raise levels, etc.), and we'd also already house-ruled additional multiclass combinations based on the fact that PHB NPC demi-humans could be clerics (and we didn't see a lot of reason to exclude clerics from availability as PCs). Drow, duergar, etc. remained NPC races for the most part, save in our party of mostly-evil PCs (where we'd been using such races before UA was published anyway). </p><p></p><p>All-in-all, the publication of UA itself didn't change our gaming much, other than the weapon specialization rules, and the large numbers of new magic items able to be found (a bunch of which were culled from already-published modules, as well). </p><p></p><p>In AD&D games I've run since back-in-the-day, I've been a bit more judicious in the use of the rules from UA---in particular specialization, the availability of non-PHB spells to casters, etc., but I haven't had a problem including most of the content, with tweaks where needed.</p></blockquote><p></p>
[QUOTE="grodog, post: 3230261, member: 1613"] Much of the material published in UA was first previewed in Dragon Magazine, and we used most of the PC classes there first, along with many of the spells, new weapons, etc. In fact, I still prefer the Dragon 63 Barbarian to the UA version, and some spells from the original Dragon versions too. Thus, we used those rules quite extensively before UA appeared. We adopted Weapon Specialization too, though in retrospect we were too generous with it (allowing multiclass PCs to use it, for example). Increased demi-human level limits were already being played with (and bypassed in cases where it really mattered in game play with [i]wishes[/i], tomes to raise levels, etc.), and we'd also already house-ruled additional multiclass combinations based on the fact that PHB NPC demi-humans could be clerics (and we didn't see a lot of reason to exclude clerics from availability as PCs). Drow, duergar, etc. remained NPC races for the most part, save in our party of mostly-evil PCs (where we'd been using such races before UA was published anyway). All-in-all, the publication of UA itself didn't change our gaming much, other than the weapon specialization rules, and the large numbers of new magic items able to be found (a bunch of which were culled from already-published modules, as well). In AD&D games I've run since back-in-the-day, I've been a bit more judicious in the use of the rules from UA---in particular specialization, the availability of non-PHB spells to casters, etc., but I haven't had a problem including most of the content, with tweaks where needed. [/QUOTE]
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