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Unearthed Arcana = D&D Viagra!
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<blockquote data-quote="MerricB" data-source="post: 1392564" data-attributes="member: 3586"><p>Not at all, but it just seems as if you're not quite getting all the nuances of my posts.</p><p></p><p>I said that <em>thoroughly</em> playtesting UA is ludicrous. Certainly, there are ideas that that can be playtested in a fairly thorough manner before release (traits come to mind), but there are other ideas for which the implications are too great to allow such playtesting (gestalt classes, VP/WP systems). Consider the playtesting that 3E received, unparalleled in the history of role-playing, and it still had major issues with its balance. Not that 3.5E fixes all of those problems, for it doesn't, and of course introduces some new problems.</p><p></p><p>They can do a little gaming with the variant rules in UA, but the implications of each of the changes taken alone can be huge for a campaign that lasts two years, and then there are the combinations of the changes. Oh dear!</p><p></p><p>With a book like <em>Complete Warrior</em>, as a book where any part of it should integrate into a campaign easily, and that is built off the basic assumptions of D&D, then playtesting and the balance issues are solid and real. If it does fail on the balance issue, then that is a real problem for Wizards. </p><p></p><p>However, I don't think that quite the same standard applies to <em>Unearthed Arcana</em>, and expecting that holds WotC to an unrealistic standard. I see UA as a real grab-bag: some ideas that are good, some ideas that have little relation to standard D&D, and some ideas that add much to the OGC community, even though their application in a 'normal' D&D is uncertain.</p><p></p><p>The weird, the wacky, and the wonderful - and which is which is down to personal preferences.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 1392564, member: 3586"] Not at all, but it just seems as if you're not quite getting all the nuances of my posts. I said that [i]thoroughly[/i] playtesting UA is ludicrous. Certainly, there are ideas that that can be playtested in a fairly thorough manner before release (traits come to mind), but there are other ideas for which the implications are too great to allow such playtesting (gestalt classes, VP/WP systems). Consider the playtesting that 3E received, unparalleled in the history of role-playing, and it still had major issues with its balance. Not that 3.5E fixes all of those problems, for it doesn't, and of course introduces some new problems. They can do a little gaming with the variant rules in UA, but the implications of each of the changes taken alone can be huge for a campaign that lasts two years, and then there are the combinations of the changes. Oh dear! With a book like [i]Complete Warrior[/i], as a book where any part of it should integrate into a campaign easily, and that is built off the basic assumptions of D&D, then playtesting and the balance issues are solid and real. If it does fail on the balance issue, then that is a real problem for Wizards. However, I don't think that quite the same standard applies to [i]Unearthed Arcana[/i], and expecting that holds WotC to an unrealistic standard. I see UA as a real grab-bag: some ideas that are good, some ideas that have little relation to standard D&D, and some ideas that add much to the OGC community, even though their application in a 'normal' D&D is uncertain. The weird, the wacky, and the wonderful - and which is which is down to personal preferences. Cheers! [/QUOTE]
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