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UA, What variants are you using?
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<blockquote data-quote="Campbell" data-source="post: 1407982" data-attributes="member: 16586"><p>My Current Up For Consideration List:</p><p></p><p>1. Turning Level Check: A much less convuloted mechanic. It also seems like this variant could help to keep Turning relevent at higher levels.</p><p>2. Incantations: It just fits.</p><p>3. Reserve Points: This variant should take a little load off of the divine casters in my game, and should generally decrease the amount of downtime in the game.</p><p>4. Spontaneous Divine Spellcasting: It should help differentiate between seperate members of the same divine spellcasting classes. I'm also digging the effects this might have on domain selection.</p><p>5. Whirling Frenzy: The flavor of this ability fits the Berserker base class I'm going to be using in my game better than rage does.</p><p>6. Death and Dying: Another case of streamlining here. Better long-term survivability is just an added boon.</p></blockquote><p></p>
[QUOTE="Campbell, post: 1407982, member: 16586"] My Current Up For Consideration List: 1. Turning Level Check: A much less convuloted mechanic. It also seems like this variant could help to keep Turning relevent at higher levels. 2. Incantations: It just fits. 3. Reserve Points: This variant should take a little load off of the divine casters in my game, and should generally decrease the amount of downtime in the game. 4. Spontaneous Divine Spellcasting: It should help differentiate between seperate members of the same divine spellcasting classes. I'm also digging the effects this might have on domain selection. 5. Whirling Frenzy: The flavor of this ability fits the Berserker base class I'm going to be using in my game better than rage does. 6. Death and Dying: Another case of streamlining here. Better long-term survivability is just an added boon. [/QUOTE]
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UA, What variants are you using?
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