Unearthed Arcana = D&D Viagra!

Pants said:
Also, consider that this is a book where you pick and choose what you want. Playtesting each and every rule and how it interacts with all of the Core Rules and the other variant rules is an impossible wish.

Thus, I really doubt that they'll fit like a glove.

That said, the balance on some of the alternate rules seems dubious at best.

Sorry, but for $35, and coming from the d20 gods of WotC, I expect each rules variant to indeed fit like a glove, and to not leak like a sieve, when I implement it into my campaign. Now, it would indeed be unrealistic to expect all of the rules variants to work in harmony with one another. But if I want to introduce just one or two rules variants from the UA into my campaign, I expect the coverage of those rules variant to be thorough if not complete, as I expect most if not all of the groundwork to be laid out for me. But this is not the case with most of the rules variants in the UA.
 
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Azlan said:
Naw. UA = half-cocked.

I was looking forward to this book. But when I picked it up and leafed through it, I was disappointed by how little depth it ended up having. And the price tag! $35 for, what, 220 pages? That's $5 more and about 100 pages less than the 3.5 Player's Handbook! (Yes, you can get either book at 30% discount, on-line, but that's beside the point.)

Never, ever, compare the price of any RPG book to the Player's Handbook. They are two different products. The PHb can be expected to sell 100,000 copies in a year, and far more than that in the first year of its release. There are economies of scale here that make it far cheaper than it would otherwise appear. There's not much risk in printing a PHb as well.

As the potential market for any other book diminishes, the cost must increase to offset the overhead of printing the book and the risk of it not selling. With books with very small potential audiences, the price is very high compared to the PHb. (See BoVD and BoED for such products).

Cheers!
 


The interesting insight being that Ed did his own checking of the galleys, in addition to the editing team... and still missed stuff.

Cheers!
 

Joshua Dyal said:
I'm not sure how well it lives up to the hype. Although I like a lot of stuff here and there in it, there's a lot of stuff I don't like. It really bounces around a lot. And, a lot of the stuff I do really like I've already seen, often in other WotC d20 games (Cthulhu, Star Wars, Modern and WoT). Now that the honeymoon's over, so to speak, I'm thinking that the book wasn't really all that it's cracked up to be.

Still, it has some nice ideas in it, though.

I think it great to have all the ideas put into one book for those like me that don't have, or never have read the books you mentioned. My copy is coming sometime early next week. My campaign is in need of a little jump start.
 

Trance Fiend said:
I think it great to have all the ideas put into one book for those like me that don't have, or never have read the books you mentioned. My copy is coming sometime early next week. My campaign is in need of a little jump start.
I agree. And don't take this wrong; I think UA is a good book. It's just not quite what I hoped it would be.
 

I've had a lot of time to peruse this book and I can say not worth it IMO. For me I'd at most end up using 3 or 4 things from the book so maybe 20-30 pages of material, and that aint worth the price tag.
 


MerricB said:
The interesting insight being that Ed did his own checking of the galleys, in addition to the editing team... and still missed stuff.
Ah, well. Eventually, I'll pick it up since I'm an advanced user.

In the meantime, has anyone been able to post their own tips and/or fixes on incorporating the variant rules into their own D&D game, and how different is the experience from previous D&D game-play?
 

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