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Unearthed Arcana Variant Rules - Previews and Questions

Tarril Wolfeye said:
They are giving you the advice (in a sidebar) that no one should get the +2 bonus on Fortitude for the first level in a class more than once.

It wasn't the fort save thing I was referring to, but rather differences in hit die, though, on second thought, that might only be a minor factor.
 

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Thanks again Tarril! Well... when they said "Generic Classes" they really meant it. Just one question - which spell list(s) do the arcane and divine spellcasters draw from? Can a divine spellcaster choose spells from both the cleric and druid lists or do you choose just one?

I just noticed that AU has an alternative skill system (and something called "Craft Points") - any tidbits or thoughts on that?

Cheers!

A'koss.
 

A'koss said:
Just one question - which spell list(s) do the arcane and divine spellcasters draw from? Can a divine spellcaster choose spells from both the cleric and druid lists or do you choose just one?
From the original post: "...select spells from cleric, druid, and sor/wiz lists..." I gather that means you choose any existing spells, and then declare yourself to be either arcane or divine.

A'koss said:
I just noticed that AU has an alternative skill system...
It's "UA," btw. AU is Monte's Diamond Throne RPG. :)
 

Twiggly the Gnome said:
question regarding reducing level adjustments by buying off with XP
What does this accomplish?
Here's a totally made-up example.

You're a LA=1 race. The level adjustment provides no hit points, no save bonuses, etc.

Your equivalent character level is 5 (4 levels +1 LA). To get to level 6, you need 5000 XP.

However, you can spend (let's say) 500 XP to buy off one level of LA.

Result:

Your equivalent character level is now 4. To get to level 5, you need 4000 XP.

The main benefit of buying off Level Adjustments, in my opinion, is that as you go up in level, those nifty racial bonuses don't matter as much. (Barring some, like half-celestial and half-fiend, which actually have 20 levels of benefits.)

Anyway, anyone know where I can find the sliding-scale level adjustments? I think it's on Sean Reynold's website (http://www.seankreynolds.com). Basically, a template and/or race varies depending on your level. That half-dragon template might be worth 3 levels at the start, but by the time you become 12th level (w/o the template), it's not that impressive. (Again, making up numbers...)
 

Originally posted by buzz:
From the original post: "...select spells from cleric, druid, and sor/wiz lists..." I gather that means you choose any existing spells, and then declare yourself to be either arcane or divine.
If that's true then why would you ever bother muticlassing between an arcane caster and a divine one?
It's "UA," btw. AU is Monte's Diamond Throne RPG. :)
:p

Cheers,

A'koss!
 

So...the racial paragon classes are a new spin on a very old idea.

Think original D&D. You didn't play a elf fighter or an elf wizard...you played an elf. You cast some spells, you shot some arrows, you were woodsy...

The racial paragons classes will give a range of abilities that are iconic for that race. The Gnome will have some illusions and trickery, the Elf will probably be a sort of ranger/wizard, the Dwarf will likely be a fighter/craftsman...

My question...will there also be a human racial paragon class? If so, I guess the emphasis will be on versatility and adaptability. Plenty of skill points and bonus feats.

Oh, this would be cool.
----------------------------

Scholarly bard? I'm all over that, too. Someday before I die I'm going to play a sage as a PC...
 
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The generic spellcaster can choose spells from the cleric, druid, and sorcerer/wizard spell lists. It doesn't matter if he's arcane or divine. You can even choose a Wizard spell as a divine spellcaster or a cleric spell as an arcane spellcaster.


Alternative Skill Systems:

Maximum Ranks, Limited Choices - you choose a number of skills equal to the number of skill points you would get each level. You're assumed to have max ranks (multiclassing is complicated)

Level-based Skills - all your class skills: 1d20 + character level + modifiers;
all your cross-class skills; 1d20 + modifiers

Both of these systems simplify skills.

Complex Skill checks - You need more than one successful skill check to get some things done

This makes skills more complicated.


Craft Points - a way to craft something when there's no campaign downtime. You just spend craft points and money (and XP when crafting magic items) and it's all done in the next morning. you may combine time and craft points.
You get new craft points each level and with each item creation feat. There are even some non-magical masterwork item creation feats.

Enough for now. I'm going to bed. I'll be back tomorrow. ;)
 


Tarril Wolfeye said:
There is. :D

Oh, and you're not gonna tell me about it?

Ah, I suppose you've done your part for the nerd community for one day.

Go now, and sleep the sleep of the just.
 

A'koss said:
If that's true then why would you ever bother muticlassing between an arcane caster and a divine one?
It sounds like this class gets spells like a sorcerer, i.e., the number of spells per level you actually know is limited. Multiclassing, I imagine, would let you pick a new batch of spells. There's also Arcane Spell Failure, and some other subtle differences that I'm probably forgetting.
 

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