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Okay, I am thinking of getting it: Sell me On Monte's UA book, please.
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<blockquote data-quote="Chasmodai" data-source="post: 1200116" data-attributes="member: 12445"><p>Cliched races? Maybe. But they're new, and they're different, which is what attracts me.</p><p></p><p>The problem with D&D is that you were too constricted. It wasn't really viable to play a half-orc wizard/sorceror, the same way it wasn't really smart to play a halfling barbarian. People did it either way, but in the end, the disadvantages of the race would cripple you. (It's either that, or my group powerplays <em>way</em> too much <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />.) Plus, there's that little thing called favored class, which meant you would stand to lose a bit of xp, if you did something... out of the norm.</p><p></p><p>What I like about AU is that there's no longer any such thing. Litorians (my favorite race, right below half-orc and human) are described as nomadic hunters, a warriorlike people. Yet the Litorian on the cover is a Magister. </p><p></p><p>AU promotes going out of the norm and customizing your character the way you see fit. It also allows you to do it and gain from it, mechanically (the Energy/Elemental Resistance Talents, for example, not only gave you a benefit, but allowed you to play a convincing desert nomad, or arctic hunter).</p><p></p><p>The artwork may not be as clean and heavily Photoshopped as D&D, but the raw, sketchy feel of it gives me a thrill. This was no ironbound rulebook. This was a barebones guideline as to what you could do with your game to make it more appealing to you, and your players. Monte didn't give us a finished product. He gave us a draft, and let us twiddle with it the way we wanted, till we got the publisher's approval. </p><p></p><p>(The publisher being ourselves, of course.)</p></blockquote><p></p>
[QUOTE="Chasmodai, post: 1200116, member: 12445"] Cliched races? Maybe. But they're new, and they're different, which is what attracts me. The problem with D&D is that you were too constricted. It wasn't really viable to play a half-orc wizard/sorceror, the same way it wasn't really smart to play a halfling barbarian. People did it either way, but in the end, the disadvantages of the race would cripple you. (It's either that, or my group powerplays [i]way[/i] too much :D.) Plus, there's that little thing called favored class, which meant you would stand to lose a bit of xp, if you did something... out of the norm. What I like about AU is that there's no longer any such thing. Litorians (my favorite race, right below half-orc and human) are described as nomadic hunters, a warriorlike people. Yet the Litorian on the cover is a Magister. AU promotes going out of the norm and customizing your character the way you see fit. It also allows you to do it and gain from it, mechanically (the Energy/Elemental Resistance Talents, for example, not only gave you a benefit, but allowed you to play a convincing desert nomad, or arctic hunter). The artwork may not be as clean and heavily Photoshopped as D&D, but the raw, sketchy feel of it gives me a thrill. This was no ironbound rulebook. This was a barebones guideline as to what you could do with your game to make it more appealing to you, and your players. Monte didn't give us a finished product. He gave us a draft, and let us twiddle with it the way we wanted, till we got the publisher's approval. (The publisher being ourselves, of course.) [/QUOTE]
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Okay, I am thinking of getting it: Sell me On Monte's UA book, please.
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