[Unearthed Arcana] How many Optional Rules have you Incorporated?

[Unearthed Arcana] How many Optional Rules have you Incorporated? (Multiple Select)

  • (CH1) Environmental Races

    Votes: 27 15.6%
  • (CH1) Reducing Level Adjustments

    Votes: 34 19.7%
  • (CH1) Bloodlines

    Votes: 54 31.2%
  • (CH1) Racial Prestige Classes

    Votes: 78 45.1%
  • (CH2) Variant Character Classes

    Votes: 83 48.0%
  • (CH2) Specialist Wizard Variants

    Votes: 69 39.9%
  • (CH2) Spontaneous Divine Casters

    Votes: 37 21.4%
  • (CH2) Class Feature Variants

    Votes: 50 28.9%
  • (CH2) Prestigious Character Classes

    Votes: 25 14.5%
  • (CH2) Gestalt Characters

    Votes: 25 14.5%
  • (CH2) Generic Classes

    Votes: 18 10.4%
  • (CH3) Alternative Skills System

    Votes: 7 4.0%
  • (CH3) Complex Skill Checks

    Votes: 27 15.6%
  • (CH3) Character Traits

    Votes: 53 30.6%
  • (CH3) Character Flaws

    Votes: 51 29.5%
  • (CH3) Spelltouched Feats

    Votes: 30 17.3%
  • (CH3) Weapon Group Feats

    Votes: 45 26.0%
  • (CH3) Craft Points

    Votes: 23 13.3%
  • (CH3) Character backgrounds

    Votes: 24 13.9%
  • (CH4) Level Defense Bonus

    Votes: 23 13.3%
  • (CH4) Armor as Damage Reduction

    Votes: 23 13.3%
  • (CH4) Damage Conversion

    Votes: 11 6.4%
  • (CH4) Injury

    Votes: 4 2.3%
  • (CH4) Vitality and Wound Points

    Votes: 17 9.8%
  • (CH4) Reserve Points

    Votes: 8 4.6%
  • (CH4) Massive Damage Thresholds and Results

    Votes: 20 11.6%
  • (CH4) Death and Dieing

    Votes: 15 8.7%
  • (CH4) Action Points

    Votes: 61 35.3%
  • (CH4) Combat Facing

    Votes: 7 4.0%
  • (CH4) Hex Grid Rules

    Votes: 10 5.8%
  • (CH4) Variable Modifiers

    Votes: 5 2.9%
  • (CH4) Bell Curve Results

    Votes: 1 0.6%
  • (CH4) Players Roll All Dice

    Votes: 11 6.4%
  • (CH5) Magic Rating

    Votes: 12 6.9%
  • (CH5) Summon Monster Variants

    Votes: 29 16.8%
  • (CH5) Metamagic Components

    Votes: 26 15.0%
  • (CH5) Spontaneous Metamagic

    Votes: 28 16.2%
  • (CH5) Spell Points

    Votes: 20 11.6%
  • (CH5) Recharge Magic

    Votes: 14 8.1%
  • (CH5) Legendary Weapons

    Votes: 32 18.5%
  • (CH5) Item Familiars

    Votes: 36 20.8%
  • (CH5) Incantations

    Votes: 29 16.8%
  • (CH6) Contacts

    Votes: 30 17.3%
  • (CH6) Reputation

    Votes: 34 19.7%
  • (CH6) Honor

    Votes: 19 11.0%
  • (CH6) Taint

    Votes: 26 15.0%
  • (CH6) Tainted Prestige Classes

    Votes: 14 8.1%
  • (CH6) Sanity

    Votes: 22 12.7%
  • (CH6) Test-Based Prerequisites

    Votes: 21 12.1%
  • (CH6) Level Independent XP

    Votes: 15 8.7%

  • Poll closed .

DmQ

First Post
Please list all the ones you chose!!

Top 5 as of noon 12 july:
- Variant Character Classes
- Racial Prestige Classes
- Action Points
- Specialist Wizard Variants
- Bloodlines
 
Last edited:

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So far I have adopted these Options in my coming Campaign.

- Level Defense Bonus
- Armor as Damage Reduction
- Spell Points
- Item Familiars
- Taint

I might use more once I flesh more of it out.
 

I just started a FR camp where the only real general arcane casters are sorcerers. All Wiz are specialized (and can cast spontaniously), depending on the school. I also like rolling to cast all spells (DC is enemy save+11 or spell level +12). It was wierd to see a failure in casting magic missle. :\
 

bulletmeat said:
I just started a FR camp where the only real general arcane casters are sorcerers. All Wiz are specialized (and can cast spontaniously), depending on the school. I also like rolling to cast all spells (DC is enemy save+11 or spell level +12). It was wierd to see a failure in casting magic missle. :\

Did you allow them to adjust their versatility in response to the potential drop in effectiveness? Like upping their spell slots, or spell points, or something?
 

There's a few items where I'm using a variant of the rules from some other source, for example I use Distinctions and Drawbacks instead of the drawbacks from UA. In other cases I was using rules that were brought in via OGL (like Sanity and Action Points). Wasn't quite sure how to answer some of those because of that.
 

Action Points - modified

We're using Action Points, but their number has been reduced considerably. We're getting three at character creation + 1 each level, and bonus Action Points when our characters do something stupid, er Heroic enough that the DM thinks needs a reward.
 

We tried action points in our campaign for 1 week after which our DM decided to ditch them feeling that they didn't really add anything to the game. We tried the armour as damage reduction but again this was ditched.

We are still using contacts in our campaign which have proved to be very useful and have added some flavor in the form of recurring NPCs.
 

In the homebrew I play in on Tuesdays, we use the generic classes.

In my former Forgotten Realms game I used a system of action dice adapted from Spycraft, but switched to the UA action points when UA came out. We are using action points in another Realms game as well.
 

None. This choice is unavailable however. :)

So, the question is probably meant to include an "...if any..." there. ;)

Bye
Thanee
 


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