• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Unearthed Arcana Variant Rules - Previews and Questions

Omega Minus said:
Spontanous divine casting is a variant system for the cleric and the druid. The character's daily spell allotment is the same as a normal cleric's number (not including the domain spells), plus one spell per day of each spell level he can cast. The caster's selection of spells is limited just like a sorcerer's, but a cleric may additionally add his domain spells to the list of spells known, while a druid may additionally add the appropriate summon nature's ally spells.
Daddy likes. :D Do they have the same number of spells known as a sorcerer?
 

log in or register to remove this ad

storyguide3 said:
The website does give that impression, however the page numbers on the bottom of the checklist would be a giveaway that it is an excerpt from the book itself.

An excellent point.
 


Michael Tree said:
Daddy likes. :D Do they have the same number of spells known as a sorcerer?
The spontaneous divine casters may choose the same number of spells as the sorcerer. But the spontaneous casting cleric has TWO more spells known per spell level, because he automatically adds his domain spells to his list of spells know, and the spontaneous casting druid has ONE more spell known per spell level, because he automatically adds the appropriate summon nature's ally spell to his list of spells known. Both cleric and druid lose the ability to spontaneously cast cure, inflict, or summon nature's ally in place of other spells.
 

Hmm...

Some interesting stuff in the table of contents.

Unfortunately for me, I don't really like the Paladin PrC or the Totem Barbarian that are put up as samples.


The paladin PrC is too tied to both a specific theme and a very specific archetype required for entry. I was hoping to see something which was mechanically flavoured to represent the idea of "everyman made good". Instead, it strikes me as a class designed for characters who, in campaign, train specifically for the calling.

The Totem Barbarian, on the other hand, strikes me as a good idea made really wimpy. A couple of the totem power lists are alright, but for the most part I wouldn't use them, since most of them don't give a good enough return for the mechanics sacrificed.

Patrick Y.
 

Omega Minus said:
Each time an enemy attacks a PC, the player rolls a defense check (1d20+character's AC modifiers) against the opponent's attack score (11+enemy's attack bonus). Any time a player casts a spell or uses a special attack that forces the enemy to make a saving throw, he rolls a magic check (1d20+ spell level + ability modifier + other modifiers) against the enemy's fortidude/reflex/will score (11 + enemy's save modifier).

I've been using the Defense Roll for a year or more now, funny. :)
 

Omega Minus said:
Each time an enemy attacks a PC, the player rolls a defense check (1d20+character's AC modifiers) against the opponent's attack score (11+enemy's attack bonus). Any time a player casts a spell or uses a special attack that forces the enemy to make a saving throw, he rolls a magic check (1d20+ spell level + ability modifier + other modifiers) against the enemy's fortidude/reflex/will score (11 + enemy's save modifier).
Man, I can't wait to get this book! :cool:
 

Arcane Runes Press said:
Hmm...

Some interesting stuff in the table of contents.

Unfortunately for me, I don't really like the Paladin PrC or the Totem Barbarian that are put up as samples.


<snip>

The Totem Barbarian, on the other hand, strikes me as a good idea made really wimpy. A couple of the totem power lists are alright, but for the most part I wouldn't use them, since most of them don't give a good enough return for the mechanics sacrificed.

Patrick Y.


The totem barbarian will be useful ONLY for min-maxers who need a specefic feat for prestige class entry. Otherwise, there is no way improved trip is worth uncanny dodge to a straight barbarian.
 


Just to reiterate (maybe I missed it): what elements did they use from Mutants & Masterminds? Please say it's the Damage Save mechanic.
 

Into the Woods

Remove ads

Top