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Did you use UA in your 1E games?
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<blockquote data-quote="Delta" data-source="post: 3238148" data-attributes="member: 40269"><p>I'm late to the party, and probably reiterating the most common school of thought, but...</p><p></p><p>I did use the book fully; it was clearly presented as another core rulebook and I made a dedicated effort to incorporate it fully in my game. Yes, there was a sudden influx of super-races and classes. (The moment I saw someone pick a Grugach elf I instantly said "you won't be able to pick that all the time".) </p><p></p><p>I actually think that the best thing to come out of 3E is the identification of specific "Variant" rules, and the eye-opener that you have a right to tailor or massage your game to what feels best to you. Call me naive, if you want... or maybe I just swing towards the Aspergers/autistic side of personality and am really hard-wired for a "right way" to do things. If Gary/TSR said this book is official, then I was compelled to use it; not until 3E and online chats did I realize that was possibly not the case.</p><p></p><p>Here's some other painful stuff in UA maybe few have mentioned yet:</p><p>- The fact that Paladin became a sub-class of Cavalier, and had to meet all the requirements for both classes. (a) It broke the four-part core class structure of Clr, Ftr, MU, Thf in a way that pained me. (b) The requirements for Paladin were then utterly insane, statistically (I also would turn to the Dragon article which avoided that structure).</p><p></p><p>- The influx of new spells, which then looked available to all spell casters (esp. clerics & druids), totally changed the shape of campaign magic. In particular, every class suddenly had scrying ability! Before that, the only option was to find a <em>crystal ball</em> or use one of the 20-questions type spells. I had to totally rethink the campaign once every high-level character could see anywhere at any time. A generation of DMs has been grappling with the scrying issue ever since UA.</p><p></p><p>- The price valuation put on spellbooks. Suddenly, the biggest inflow of cash to starting adventurers was to get their magic-user killed (if unintentionally), sell his spellbook, and then roll up a new magic-user. Ugh.</p><p></p><p>I do consider playing 1E again, using just PH for core character development, and drips of UA stuff for NPCs or spells/magic item treasure. My absolute favorite 3E UA Variant is for fully spontaneous divine casters, and I think about whether it would be too much to back-pedal that into 1E.</p></blockquote><p></p>
[QUOTE="Delta, post: 3238148, member: 40269"] I'm late to the party, and probably reiterating the most common school of thought, but... I did use the book fully; it was clearly presented as another core rulebook and I made a dedicated effort to incorporate it fully in my game. Yes, there was a sudden influx of super-races and classes. (The moment I saw someone pick a Grugach elf I instantly said "you won't be able to pick that all the time".) I actually think that the best thing to come out of 3E is the identification of specific "Variant" rules, and the eye-opener that you have a right to tailor or massage your game to what feels best to you. Call me naive, if you want... or maybe I just swing towards the Aspergers/autistic side of personality and am really hard-wired for a "right way" to do things. If Gary/TSR said this book is official, then I was compelled to use it; not until 3E and online chats did I realize that was possibly not the case. Here's some other painful stuff in UA maybe few have mentioned yet: - The fact that Paladin became a sub-class of Cavalier, and had to meet all the requirements for both classes. (a) It broke the four-part core class structure of Clr, Ftr, MU, Thf in a way that pained me. (b) The requirements for Paladin were then utterly insane, statistically (I also would turn to the Dragon article which avoided that structure). - The influx of new spells, which then looked available to all spell casters (esp. clerics & druids), totally changed the shape of campaign magic. In particular, every class suddenly had scrying ability! Before that, the only option was to find a [i]crystal ball[/i] or use one of the 20-questions type spells. I had to totally rethink the campaign once every high-level character could see anywhere at any time. A generation of DMs has been grappling with the scrying issue ever since UA. - The price valuation put on spellbooks. Suddenly, the biggest inflow of cash to starting adventurers was to get their magic-user killed (if unintentionally), sell his spellbook, and then roll up a new magic-user. Ugh. I do consider playing 1E again, using just PH for core character development, and drips of UA stuff for NPCs or spells/magic item treasure. My absolute favorite 3E UA Variant is for fully spontaneous divine casters, and I think about whether it would be too much to back-pedal that into 1E. [/QUOTE]
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