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Does Unearthed Arcana make a DM's life harder?
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<blockquote data-quote="Aries_Omega" data-source="post: 1440324" data-attributes="member: 15693"><p><strong>My 2 Cents on UA and how to deal with players.</strong></p><p></p><p>I have mixed feeling on UA. One hand I love some of the ideas in there. Such as the Paladin prestige class. I mean Blackguards are a PrCl why not Paladins. I also like the Totem Barbarian option. Others things I did not like. I say just use what is usefull to your world and leave the rest alone. If you have a player that bellyaches about not being able to use one optional rule from UA that you do not want to use tell them "too bad". The book is "optional"....that means it is not required to be used and you are going to use only the rules that you see fit. </p><p></p><p>If they still gripe....well do what I do to my players in my Cyberpunk d20 game (in house system based of RTG games).....I give them the big bad weapon....and make up a big bad guy to fight against it. Remember.....for every bad ass player....there is a more bad ass monster. They want a cool magic item...do it. Try this one sometime.</p><p></p><p>It's a gauntlet with one finger....no not that one! Anyhow it is a sentient item. Once it is on it doesn't come off. It can talk to the wearer and help them figure out things. It has some kind of cool power....TK....magic missile X times a day or what have you. Nothing to big right? </p><p></p><p>Well it informs the player that it can gain more power if you add more fingers and can help find the next one. Okay....after fighting baddies, killing whatever and crawling through something they find the next finger. More power....cool. This repeats until they get to the last finger. By then they are smiting dragons with impunity. They add that last finger.....well...the glove gives the wearer the "finger" and now is in control. You don't do it....it hurts you. Do this once to a player....they learn to not trust an item smarter then themselves and that power corrupts. </p><p></p><p>A good variant is a gauntlet and it's cohorts....other items that are found too that have the same qualities. A ring for the wizard that as you add stones it gets stronger too for example. That way the who party goes on quests for parts for the items they found.</p></blockquote><p></p>
[QUOTE="Aries_Omega, post: 1440324, member: 15693"] [b]My 2 Cents on UA and how to deal with players.[/b] I have mixed feeling on UA. One hand I love some of the ideas in there. Such as the Paladin prestige class. I mean Blackguards are a PrCl why not Paladins. I also like the Totem Barbarian option. Others things I did not like. I say just use what is usefull to your world and leave the rest alone. If you have a player that bellyaches about not being able to use one optional rule from UA that you do not want to use tell them "too bad". The book is "optional"....that means it is not required to be used and you are going to use only the rules that you see fit. If they still gripe....well do what I do to my players in my Cyberpunk d20 game (in house system based of RTG games).....I give them the big bad weapon....and make up a big bad guy to fight against it. Remember.....for every bad ass player....there is a more bad ass monster. They want a cool magic item...do it. Try this one sometime. It's a gauntlet with one finger....no not that one! Anyhow it is a sentient item. Once it is on it doesn't come off. It can talk to the wearer and help them figure out things. It has some kind of cool power....TK....magic missile X times a day or what have you. Nothing to big right? Well it informs the player that it can gain more power if you add more fingers and can help find the next one. Okay....after fighting baddies, killing whatever and crawling through something they find the next finger. More power....cool. This repeats until they get to the last finger. By then they are smiting dragons with impunity. They add that last finger.....well...the glove gives the wearer the "finger" and now is in control. You don't do it....it hurts you. Do this once to a player....they learn to not trust an item smarter then themselves and that power corrupts. A good variant is a gauntlet and it's cohorts....other items that are found too that have the same qualities. A ring for the wizard that as you add stones it gets stronger too for example. That way the who party goes on quests for parts for the items they found. [/QUOTE]
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