Does Unearthed Arcana make a DM's life harder?

johnsemlak

First Post
As I consider using some stuff from this book in future campaigns, I begin to wonder, what if I get players pestering me to use rules from it that I don't like?

The product Unearthed Arcana redefines what exactly is 'official D&D', in (revised) 3rd edition. Previously, some DMs had considered all print products to me 'official' rules, unless they were updated, or perhaps excepting special option books like savage species or even the Psionics Handbook.

By limiting yourself to WotC stuff, a DMs job can be easier, and there's a reasonable chance that stuff is balanced and compatible.

Now we have a whole 'official' book of 'unofficial' rules.

Since much of the material is inherently incompatitble with other parts of UA, it's impossible to consider the book wholly 'official'. Which means DMs must decide which rule to include, which to discard, which to modify, or simply not include UA at all.

Now, I now many experienced DMs on this board regard look at all rules from books critically and play with thier own particular mixture of WotC rules and house rules. But for many of the less experienced DMs, I wonder how much the existance of UA will lead to some stress as players beg or demand the inclusion of certain rules.
 

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johnsemlak said:
As I consider using some stuff from this book in future campaigns, I begin to wonder, what if I get players pestering me to use rules from it that I don't like?

Now, I now many experienced DMs on this board regard look at all rules from books critically and play with thier own particular mixture of WotC rules and house rules. But for many of the less experienced DMs, I wonder how much the existance of UA will lead to some stress as players beg or demand the inclusion of certain rules.

Ultimately, it's the DM's game as much as it is the players. If the players lobby for a variant rule that the DM feels does not mesh well with the type of game he wants to run or his DMing style, he should not include it and explain his reasons to the the players.

I've already gone through UA and told my guys which variants I'll allow in my game and which I won't. Ahead of time. This way when we sit down to play there won't be any surprises.
 

Definitely adds complexity to the DM's life. This isn't really a product for an inexperienced DM or one who is easily pushed around by players seeking the best tweaks to their characters.
 

Since some of the stuff in there is mutually exclusive, my thought is that it strengthens the role of the DM as referree and arbiter.
 

My problem is the exact opposite of yours. I want to use several of the rules from UA but my players are the ones who are dragging their feet about them. :mad:
 

Any DM who considers ALL WotC material to be "official" and therefore reasonably balanced really needs to define why he or she thinks that. As WotC themselves proved with the hundreds of changes between 3.0 and 3.5, They are no more skilled or privileged than any of the dozens of talented designers out there; if someone considered all WotC material somehow better and reasonably balanced, they need to question WHY the revision altered Harm, Altered Haste, toned back spell focus and greater S.F., toned back the spell power special ability of prestige classes, altered the durations of the boosting spells, and myriad other choices. What is balanced with one source is NOT necessarily balanced with another, and this problem compounds with every new source, and every new author.

In summary, Unearthed Arcana is no different from Magic of Faerun, the Arms and Equipment Guide, or even Relics and Rituals from Sword and Sorcery Studios; it still makes a GM's life just as complicated. But if the GM is willing to take on the complication, then the players have that much more material to enrich the game.
 
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I might be quaintly old-fashioned, but I'm kind of baffled by the notion that there are DMs who could be uncomfortable about ruling on which house rules are in effect. I have trouble believing anybody could sit behind the screen for more than a session or two and not have to make such a ruling - for the variants in the DMG, if nothing else.

So given that the great majority of DMs will have made those sorts of rulings in the past, I don't really see what the problem is - just use the same method in the future. In my group, that means we talk it over, everyone interested lays out their position, and then whoever's DMing gets the final say for what applies in his game. If anybody out there has a group that's not used to such decisions, I recommend that method.
 



Unearthed Arcana is just like any other product that is put out by any company, not just WotC. The DM has the final say as to what can be included and what can't. Also, I'm a big believer in trying something out and if it doesn't work out well, then getting rid of it. For example, we tried the Players Roll All the Dice variant and my players didn't like it. They said they wanted me to kill their PCs, not themselves. No problem-got rid of it. I think if you approach any of the changes as provisional and that they can be dropped by your say, you should be all right.
P.S. Ignore the whining by the players no matter how much they do... :]
 
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