UA, What variants are you using?


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Most of these have not actually worked their way into a game, but I want to put them in if I start a campaign anytime soon, probably only little bits and pieces from this massive list though:

Aquatic Races
Arctic races
Desert Races
Jungle Races
Races of Air
Races of Earth
Races of Fire
Races of Water
Reducing Level Adjustments
Bloodlines (Maybe)
Cloistered Cleric
Monk Fighting Styles
Urban Ranger
Domain Wizard
Favored Environment
Prestige Paladin
Gestalt Characters
Craft Points
Action Points (or Action Dice)
Combat Facing
Hex Grid (Maybe)
Summon Monster Variants
Recharge Magic (For Magic Items Only)
Legendary Weapons (Maybe)
Item Familiars (Maybe)
 

Damage Conversion
Class/Level based AC Bonus
Incantations
Sanity
Traits
Action Points
Hex Grid... maybe

But I have a lot of other variants from other places as well, including replacing a lot of core classes with classes from Midnight, Rokugan, Arcana Unearthed, etc. My whole campaign is variant enough that I simply call it d20 Fantasy instead of D&D. :D

And oddly enough, most of the variants I'm using from UA I already have in d20 Modern, d20 Call of Cthulhu, Urban Arcana, or some other WotC d20 Game.
 
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Westwind said:
3d6: I wasn't considering this until reading this thread, but it would help cut down on random good/bad rolls by people who have no business rolling well/poorly on certain things. The Doji failed to negotiate? Send in the Matsu, maybe she'll get lucky...
Seems like 2d10 would be easier and also would approximate a bell curve. 3d6 seems needlessly complicated when 2d10 could be implemented without changing anything else.
 

We've already been using a home brew system for Contacts and Reputation.

We are going to add Action Points and Class Defence Bonus, maybe Armor DR.

Our next campaign is going to use more, though.
 

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