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Unearthed Arcana = D&D Viagra!
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<blockquote data-quote="Mercule" data-source="post: 1388716" data-attributes="member: 5100"><p>That's what it is!</p><p> </p><p>I like a lot of the BoED, but something has been bugging me about it. I think you just nailed the issue for me.</p><p> </p><p>As far as UA goes, I like it. A lot of the variants are really great. This is actually the first time I've seen WP/VP presented in full, so I'm happy with that. Having the Injury Saves right next to it is great, too, just for reference. Incantations are nice, as are the variant specialist wizards. I'm also dying to run a gestalt game sometime, just not right away. There are enough good points in the book that I'd create a huge post listing all the ones I'm considering promoting to my group.</p><p> </p><p>I consider the desert elf, jungle gnome, etc. section a bit out of place in this book. I don't really think they suck, just that they aren't variant -- kinda like I would have been disappointed if there'd been a section of new PrCs somewhere. Paragons were interesting, but will probably never get used. The Paladin, etc. PrCs only convinced me of the fact that 15 is too many levels for a PrC. The new Defense Bonus system was sad. Didn't much care for either traits or flaws. And I was disappointed that the spell point system went only far enough to be uncomfortable without a lot of gain -- hanging spell options is even more bizarre than hanging the actual spells (which is one of my gripes with Monte's AU system).</p><p> </p><p>On the whole though, I don't think I've been happier about a 3/3.5 purchase besides the core books.</p></blockquote><p></p>
[QUOTE="Mercule, post: 1388716, member: 5100"] That's what it is! I like a lot of the BoED, but something has been bugging me about it. I think you just nailed the issue for me. As far as UA goes, I like it. A lot of the variants are really great. This is actually the first time I've seen WP/VP presented in full, so I'm happy with that. Having the Injury Saves right next to it is great, too, just for reference. Incantations are nice, as are the variant specialist wizards. I'm also dying to run a gestalt game sometime, just not right away. There are enough good points in the book that I'd create a huge post listing all the ones I'm considering promoting to my group. I consider the desert elf, jungle gnome, etc. section a bit out of place in this book. I don't really think they suck, just that they aren't variant -- kinda like I would have been disappointed if there'd been a section of new PrCs somewhere. Paragons were interesting, but will probably never get used. The Paladin, etc. PrCs only convinced me of the fact that 15 is too many levels for a PrC. The new Defense Bonus system was sad. Didn't much care for either traits or flaws. And I was disappointed that the spell point system went only far enough to be uncomfortable without a lot of gain -- hanging spell options is even more bizarre than hanging the actual spells (which is one of my gripes with Monte's AU system). On the whole though, I don't think I've been happier about a 3/3.5 purchase besides the core books. [/QUOTE]
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Unearthed Arcana = D&D Viagra!
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