Unearthed Arcana = D&D Viagra!

My own take on this is that I dislike flaws in general for several reasons.

The first is that I don't want to see parties that are full of disfunctional or maimed characters just so they can get bonusses ("I'm a one-legged, deaf, mute ranger who can only communicate in sign language but I have all the archery feats at first level"). After a while (actually, it doesn't take a while), parties full of chain smoking, drug-addicted, nearsighted, absentminded psychopaths get old.

My second reason for dislike is probably part of what Psion is talking about. In the d20 system, a lot of skill checks fall into the category of "Unless it's a maxed out class skill enhanced by magical items, you'll fail every time" by mid level. For example, at first level, even an 8 wis fighter could hear the rogue sneaking up on the party if he rolled well and the rogue rolled poorly. By eighth level, only a character with maxed spot and listen skills has a chance of detecting the rogue sneaking up on the party no matter how poorly the rogue rolls. Consequently, unless you are trying to max out spot and listen, the -1 penalty on spot and listen checks is meaningless past level four or so since you'll fail those checks with or without the penalty.

Similarly, a lot of non-melee oriented characters simply have to live with the fact that, by eighth level, unless they're facing someone who's not a threat to begin with, their foes will reliably hit them on anything but a roll of 1. So the -1 penalty to armor class is meaningless for such characters. -2 to dexterity based skills is similarly negatable.

-6 to initiative and -3 to will saves are in a different category since I can't think of any character who wouldn't actually suffer from them but, even there, -6 to initiative might not be a big deal to some characters for whom it would make the difference between occasionally going in the middle of the initiative order and always going at the end (such as a lot of clerics and paladins).

nikolai said:
Psion, could you talk about your dislike of the traits and flaws system a little more?

From what I've seen and heard of the system they seem to have designed it so that the disadvantage will count, and that their effect is worse than the advantages. Things like these for the down-side of traits:

  • -1 penalty on Spot checks (or Spot and Listen checks),
  • -2 penalty on Dexterity-based skills,
  • -1 penalty to your Armor Class,

Or these for flaws:

  • -6 to Initative,
  • -3 to Will Saves

Don't seem that broken. I don't yet have the book, so I may well be missing something. But it seems to me things like spot, listen, and balance checks have specific effects on individual characters, and are hard to opt out of. Character can minimise their impact, but can't choose not to use them.

Oh, and what proportion of non-broken flaw/traits are there? This sort of system is very vulnerable to the weakest link in the chain, so could you fix it by crossing out those that don't work on a case-by-case basis?

Sorry for the long post, traits/flaws are one of the big draws of UA for me.
 

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Breakdaddy said:
Wow, I see that the usual naysayers are panning the new material.
:confused: :eek: Since only Psion and I are "naysayers" relative to this book in this thread, and I'd hardly call either of us "the usual naysayers" I'm not sure what you mean. Unless this is more generic, and you're just commenting that every new product has naysayers?

If so, I don't see how that's particularly useful; naturally every product will have varying level of appeal to different gamers.

And to clarify (again) I'm not at all saying that UA is a bad book; I'm quite please with my purchase of it. However, I'm just saying that for better or worse, I expected more of it than I got. I don't think what it brings to the table is really particularly new, innovative, or in many cases even well-done. The signal to noise ratio of the alternate rules is somewhat poor, in other words. There's some real gems in there, but you've got to dig them out of the dross.
 

Joshua Dyal said:
:confused: :eek: Since only Psion and I are "naysayers" relative to this book in this thread, and I'd hardly call either of us "the usual naysayers" I'm not sure what you mean. Unless this is more generic, and you're just commenting that every new product has naysayers?

If so, I don't see how that's particularly useful; naturally every product will have varying level of appeal to different gamers.

Guilty conscience Joshua? I was referring to some reviews I had read around the web. My fault for being a little too nonspecific I suppose.

edit: spelling and removed needless jerkyness
 
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Elder-Basilisk said:
The first is that I don't want to see parties that are full of disfunctional or maimed characters just so they can get bonusses ("I'm a one-legged, deaf, mute ranger who can only communicate in sign language but I have all the archery feats at first level"). After a while (actually, it doesn't take a while), parties full of chain smoking, drug-addicted, nearsighted, absentminded psychopaths get old.

Played GURPS before, I see? ;)
 

We EN-worlders generally know more about the availablility of these rules variants than others.

For those who also read the WotC boards, what's the general feeling over there regarding UA? Good or bad?
 

Elder-Basilisk said:
-6 to initiative and -3 to will saves are in a different category since I can't think of any character who wouldn't actually suffer from them but, even there, -6 to initiative might not be a big deal to some characters for whom it would make the difference between occasionally going in the middle of the initiative order and always going at the end (such as a lot of clerics and paladins).

Even these arn't too bad. As pointed out there are those who don't mind low initiative order or sometimes even benefit from it. With the new 3.5 circular initiative system it doesn't impact anything much anymore other than breaking out of being flat-footed. Our combats have also run into the problem that with multiple attacks no one wants to move and attack first. As for -3 to will saves with multi-classing buffing up saves and the need for pre-req feats for PrCs in demand this can be an easy trade off. No I agree that this is an inherently flawed system designed basicly to facilitate easier minmaxing.
 

Damn, I thought I was the only one playing a one-legged, deaf, mute, sign-language-using ranger. ;)

There has been an interesting trend in WotC books lately: first we had the Book of Exalted Deeds, with its uber-feats and PrC's balanced by role-playing considerations. Now we have Unearthed Arcana, with its uber-feats balanced by flaws or disadvantages. Hmm. This must mean something. Or maybe I've just sniffed too much glue today.
 

I know breakdaddy has clarified, but just to be perfectly clear, I think this is one of the two best books WotC has put out since 3.5e. That doesn't mean I think it's perfect. ;)
 

Joshua Randall said:
Now we have Unearthed Arcana, with its uber-feats balanced by flaws or disadvantages. Hmm. This must mean something. Or maybe I've just sniffed too much glue today.

I'm not sure that's fair, Joshua. Not the glue-sniffing; I refer to claiming that UA "uber-feats" are balanced by flaws. Taking a flaw grants a bonus feat allowable in the game, not a feat from some special list. And which feats in UA seemed "uber" to you? On my read-through, they seemed remarkably well-balanced. I'm curious if I missed something or if you're generalizing.

No argument about the BoED feats, though. None at all. :)
 

Psion said:
I know breakdaddy has clarified, but just to be perfectly clear, I think this is one of the two best books WotC has put out since 3.5e. That doesn't mean I think it's perfect. ;)

Whats the other one? Complete Warrior? If so I wholeheartedly agree.
 

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