how is unearthed urcana from wizards?


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It's just a book full of options that you can use ... every option you give available can make the (n)pc's stronger, but you can also remove standard things from the game.

Like we play without the base paladin and ranger class and use the prestige paladin and ranger instead.

There are cool, mostly not to strong options for most character classes in there.


As with all the books, there are options that can be abused by powergamers, but that's nothing new.
 

The book's great. A couple of things aren't very good (the class defense bonus has weird values, and the variant metamatic system where you pay with whole slots is just nonsense), but the rest is good (if not for every campaign.

Gestalt characters are good when you want to have really powerful characters (like Forgotten Realms played high-magic with gestalt Charakters), have very few players (but don't want players to have several different characters), or want a campaign with low magic (meaning very little magic items), but not low-power (they won't have their countless magical items to rely on, but they will be powerful nonetheless).
 

This has been talked about a whole lot. There is a particularly comprehensive discussion that goes for 17 pages or so here

A thread where people discuss what they don't like about the book is here

More discussion here and here
 

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