Desdichado
Hero
I don't mind the potpourri feel of the book, and sure, you're not supposed to use everything in it at once (in fact, there's no way you could since some of it is self-contradictory, especially in regards to classes and such.)Beard in the Sky said:Isn't this what its supposed to do? We just sort of went through it and picked out what we could use, said other things would be great for when we run Forgotten Realms, Ravenloft, or whatever. I rather liked the potpourri feel to the book.
What I'm saying is, that most of the ideas that I thought were good ideas are not new to d20, or even to WotC d20. Here's a few examples:
- I like the Class defense based bonus. In fact, the classes seem broken without it, as they require the "patch" of an expected magic armor bonus to work otherwise. But that's fixing a problem, not really introducing something new. Not only that, Star Wars d20, d20 Modern and d20 Wheel of Time, all WotC books, already used this mechanic, and did it better in my opinion. The UA version has the same progression for each class, the only thing differing being the starting point. The progressions are also much flatter than they are for Wheel of Time, say.
- I like Would/Vitality points as a nice option. Presented already in Star Wars d20, though -- or open content already via Spycraft.
- I like the damage save idea, but it's cribbed from Mutants & Masterminds.
- I like the Sanity mechanic, but it's cribbed from d20 Call of Cthulhu, which is already a WotC book as well.
- Some of the other ideas were potentially good, but needed a little bit more attention given to them; bell curve dice rolling, at half a page, doesn't really address situations that could come up very well, IMO. A lot of the damage and armor variants are half-hearted, have very little discussion around how to use them (especially in conjunction with each other) to the point that I have to still kitbash them together with house rules to make them work.