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Unearthed Arcana Variant Rules - Previews and Questions

Hmm, okay I am seeing A Bunch Of Stuff from the table of contents, but I think I will have to wait to see if I actually want any of it. I'll check it out in a store, rather than buying it blind.
 

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I remember that they were saying that there would be a variant hit point rule....looks like its going to be VP/WP....which is kinda dissapointing
 

Gundark said:
I remember that they were saying that there would be a variant hit point rule....looks like its going to be VP/WP....which is kinda dissapointing

Word on the street is that they are also including Mutants & Masterminds' damage save mechanic, which is itself a kind of hit point variant. Its perfect for a superhero game, but I think it could translate to fantasy, as well.
 

Thanks for posting the listing, Dark Jezter

Dark Jezter said:
Chapter 1: Races

Aquatic Races
Arctic Races
Desert Races
Jungle Races
Races of Air
Races of Earth
Races of Fire
Races of Water
Reducing Level Adjustments
Bloodlines
Racial Paragon Classes

I am going to guess that Racial Paragon Classes are an expansion of the Paragon template in the ELH.

Bloodlines looks very interesting.

Dark Jezter said:
Chapter 2: Classes

Totem Barbarian
Bardic Sage
Divine Bard
Savage Bard
Cloistered Cleric
Druidic Avenger
Thug
Monk Fighting Styles
Paladin Variants
Planar Ranger
Urban Ranger
Wilderness Rogue
Battle Sorcerer
Domain Wizard
Specialist Wizard Variants
Spontaneous Divine Casters
Favored Environment
Whirling Frenzy
Level Check Turning
Planar Banishment
Aspect of Nature
Prestige Bard
Prestige Paladin
Prestige Ranger
Gestalt Characters
Generic Classes

Favored Environment sounds like a new Ranger or Druid feature. I'm curious to see that.

Spontaneous Divine Casters ... I have been thinking of making all Divine Casters spontaneous in my world and all Arcane Casters use preparation, to create more of a difference between the two types of magic. If this goes along that line, I will be very interested.

Since I am a believer in the theory that class differences promote player co-operation, I am not thrilled with the idea of a Generic class. But I'll look and see what it is.

Ahhh.. the Cloistered Cleric. I hope Len Lakofka gets credit. :)

Dark Jezter said:
Chapter 3: Building Characters

Alternative Skill System
Complex Skill Checks
Character Traits
Character Flaws
Spelltouched Feats
Weapon Group Feats
Craft Points
Character Background

I mostly like the skill system as-is. I'm curious to see what the Alternative and Complex versions look like, though.

Dark Jezter said:
Chapter 4: Adventuring

Defense Bonus
Armor as Damage
Reduction
Armor Damage Conversion
Injury System
Vitality and Wound Points
Reserve Points
Massive Damage
Death and Dying
Action Points
Combat Facing
Hex Grid
Variable Modifi ers
Bell Curve Rolls
Players Roll All the Dice

Not too many of these grab my attention, but maybe they'll look more interesting in the book.

Dark Jezter said:
Chapter 5: Magic

Magic Rating
Summon Monster Variants
Metamagic Components
Spontaneous Metamagic
Spell Points
Recharge Magic
Legendary Weapons
Item Familiars
Incantations

Guess: Magic Rating will be a stat that each class contributes to at different rates, like BAB and Saves. This is to replace Caster Level, and makes multi-classed spellcasters more competitive with single-classed casters in terms of their spell punch.

Spell points are of interest to me, depending on how they are presented. I am also curious to see the Summon Monster Variants, Metamagic Components, and Item Familiars.

Dark Jezter said:
Chapter 6: Campaigns

Contacts
Reputation
Honor
Taint
Tainted Prestige Classes
Sanity
Test-Based Prerequisites
Level-Independent XP Awards

Hmm.. the Taint material, as previously noted, may be the more generic version already seen in the Dragon.

Reputation, Honor, and Contacts will be interesting to see.

Re: Reprinting the variants from the DMG. This is unlikely. This list is taken from a checklist document, which appears to be for DMs to indicate which variant rules are in use in their own campaigns. It lists all of the UA variants (with page numbers), then separately the DMG variants (with their page numbers), and has spaces for DMs to write in notes and additional variants (from other sources or their own).

Re: AFGNCAAP. There are a couple samples of some elements on the WotC web site, linked to the "In the Works" column. From what it says there, Traits offer both a bonus and a penalty in one selection, like a +1 to Search and -1 to Spot for the Nearsighted trait. The pairs are chosen to avoid giving benefits and penalties in different areas, so that different styles of play don't make them unbalanced.
 

Argh. It doesn't look like they're bringing back the alternate abilities generation system of the original Unearthed Arcana, an Unearthed Arcana sacred cow if there ever was one...

Yeah yeah I know... munchkin and all that. Sue me. :p
 



psionotic said:
Word on the street is that they are also including Mutants & Masterminds' damage save mechanic, which is itself a kind of hit point variant. Its perfect for a superhero game, but I think it could translate to fantasy, as well.
If you look carefully at the License page of the web enhancement, you'll notice that Mutants and Masterminds is given credit for... something. :D
 



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