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PHB2 vs. Arcana Evolved

I like both books, but for the different reasons others have listed above; both books have a different focus.

As far as the classes, I like the PHII's Duskblade and Knight, but don't care very much for the other two classes in that book.

In AE, I like the Akashic, Champion, Greenbond, Mage Blade, Magister, Ritual Warrior, Runethane, Totem Warrior, Unfettered, and Witch. Someone mentioned that the Ritual Warrior mechanics were clunky and hard to remember, but I find that the opposite is true - they are easier to use and remember than if playing a spellcaster of either system. In fact, I would say that as a class that uses daily resource slots in the vein of the spellcasting classes, it is so easy to use that it could serve well as a primer for a player trying to learn how to manage such character class resources before diving headlong into being a spellcaster. Anyway, for classes, I would give the edge to AE.

Both books have interesting and fun feats, but I would give the edge to PHBII when it comes to feats.

PHBII also has some other goodies such as replacement abilities for existing classes, teamwork benefits, affiliations, new spells, and few other items. But AE also has some other goodies that are very different from what PHBII has to offer. AE has new races like the giants, verrik, mojh, faen, sprytes, and others. AE also has the Diamond Throne setting, new PRCs, a phenomenal and flexible spell system, a conversion appendix for adapting the rules for play with core, new monsters, and ways that improve (IMHO) how to use certain skills and a couple other rules over that of how they are used in the core rules. For all that stuff, I would give the edge to AE, but I have to admit I am not too interested in the affiliations and teamwork benefits that PHBII offers. But then, I am also not really terribly interested in the Diamond Throne setting or new PRCs either.

Both are good books and as for which to buy first, it just depends on what you are looking for as many of the above posts have pointed out. Both can be used to improve an existing game with more options for players. PHBII is designed with the core rules in mind, while AE was designed so that it could replace the PH. However, AE can also be used to supplement the PH.

I disagree with others who say it takes a lot of work to combine AE with core; I think it takes only a little work and I do combine the two often enough to completely understand what I am saying. Just come up with a list of feats from both systems that are available to any PC of any class or race from either system (this is already done online and can be found at either diamondhtrone.com or over on the AE forums at Montecook.com - probably in the archive by now), don't let PCs mix and match spells, spellcasting classes, metamagic feats, or item creation feats (these things should be used with the others from their own respective system, but playing an AE spellcaster beside a core spellcaster in the same party while remaining balanced is not only possible, but has been done already in numerous games), choose which races and classes you want available in your campaign and which ones you don't, and decide if you will use an extra feat at first level (like AE does) for core class characters as well or if you don't, then take that option away from the AE classes too.
 
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Ulric said:
I don't own either of these books, and am considering buying them. Tell me your opinions about both of them....how are they the same, how do they differ? Which do you like better etc...

I have AU, the nondeluxe version of AE and I have the PHII.

I like the AU's racial class levels and the unfettered swashbuckler class (the best swashbuckler class I've seen) a lot. I'm playing a giant racial class character in a Greyhawk Age of Worms D&D game right now. I used the unfettered as an NPC bad guy in my high level. I was playing a giant warmain in an FR D&D game for a while and he fit in well I thought. I made a celestial littorian werelion for a planar game that never happened.

I like the PHII's class variants a lot and the new classes are pretty nifty. I'm playing a beguiler in a Greyhawk Savage Tide game right now. I also play a ranger with the PHII variant in a game right now and played a variant hexblade in a previous game. One of the PCs in my game used to play a knight. Other PCs in games I've played in have played dragon shamans, knights, and duskblades. The dragon shaman's mechanics and flavor seem significantly out of sync though.

I never really got into the AU magic system, it is a bunch of new classes with enhanceable spells but everybody knows every spell on their list which I don't like. The variety comes from class lists and feats. I do like how their spellcasting classes stack caster level and slots for multiclassing though.

AU and PH both have a bunch of neat feats.

AU has neat weapon templates, new exotic weapon types that can be applied to any weapon similar to special materials or masterwork.

I could care less about PHII affiliations and mechanics for remaking characters or the character RP advice.
 

BryonD said:
Opinions certainly vary. And that is cool.
But as that goes, none of the classes you listed are ones I would have. :D
Heh. I gotta admit I like the ritual warrior almost because, to me, it feels like a sort of predecessor to the Bo9S classes, which is a concept I like even if no one has really done it 'right' yet (Bo9S being, debatedly, a little overpowerpowered and the ritual warrior being kinda boring, though it looks pretty simple to me)

Actually the totem warrior is one that I like and find works better in D&D than in AE. (In my perception, since I've never actually played a true AE/Shattered Throne game) The class is really good, but I find the idea that all archetypical tribal warriors shape shift to animal form to be ackward.
I think that's where the setting baggage comes it, though I don't find it to be anymore awkward than the idea that all uncivilized warriors get really angry when they fight. :)

Voadam said:
I have AU, the nondeluxe version of AE and I have the PHII.

I like the AU's racial class levels and the unfettered swashbuckler class (the best swashbuckler class I've seen) a lot.
I don't really like the unfettered as a swashbuckler class. I'm not really sure why a 'swashbuckler' would get sneak attack damage. In fact, if I were to build a swashbuckler character, I'd probably use a modified scout (CAdv) since that's what I view a swashbuckler to be (a mobile, finesse fighter). Switch some skills and drop/change a class ability or two and I'd think it'd make a much better swashbuckler than the anemic CW version and the unfettered.
 

I think the reason for a sneak attack swashbuckler is mostly because people see him doing stuff that deals extra damage when an opponent isn't thinking clearly.

Take Montoya from Princess Bride. He managed to out wit his opponents and made them pay.
 

Pants said:
I think that's where the setting baggage comes it, though I don't find it to be anymore awkward than the idea that all uncivilized warriors get really angry when they fight. :)
Yeah, fair enough.

Though I do personally find rage to fit better as "something they ALL do" than turing into wolves....
 

Nightfall said:
I think the reason for a sneak attack swashbuckler is mostly because people see him doing stuff that deals extra damage when an opponent isn't thinking clearly.

Take Montoya from Princess Bride. He managed to out wit his opponents and made them pay.
Hm, I still think there might be a better way to do it. As it is, there's very few ways to deal sneak attack damage in a fight that way aside from flanking or outright surprising the opponent. Sure, you can Bluff, but doing it effectively requires some feat investment.

BryonD said:
Yeah, fair enough.

Though I do personally find rage to fit better as "something they ALL do" than turing into wolves....
Yeah, but that's the Diamond Throne in action I guess. :)

I think the same way about the Akashic (blech).
 

Voadam said:
I never really got into the AU magic system, it is a bunch of new classes with enhanceable spells but everybody knows every spell on their list which I don't like. The variety comes from class lists and feats. I do like how their spellcasting classes stack caster level and slots for multiclassing though.
Thats not quite how I'd put it. But it is pretty close. There are certainly some great ideas in the system. But the complete package just didn't seem worth it to me.

It gets way to complicated for me to be motivated to write a long defense of this. So by all means ingore me. But a recurring theme in AE that did rub me the wrong way was a frequent need to re-invent the wheel just to do it different than 3E. Even if it is easy to undo, when the change seems to not really add any value, then why bother messing with it when I've got more stuff than I'll ever use already sitting on my shelf.
 


I've ragged on AE in the past few posts. But to be clear, it has probably influenced my game more than 75% of the other suppliments I own. It just comes down to a lot of pages being "wasted" on me and a small portion being home runs.
 

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