• 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

Woas said:
Could you explain/describe any more of the variant classes? Such as the Urban ranger, Bardic Sage, Divine Bard and Savage Bard.
Urban Ranger: -knowledge (nature), - knowledge (dungeoneering), -knowledge (survival), +gather information, +knowledge (local), +sense motive, -animal companion, -track, +urban tracking(*1), only 1/2 wild empathy, may choose organization instead of a creature type as favored enemy, different spell selection, -woodland strife, -camouflage, hide in plain sight (any area).

(*1)Urban Tracking: You can track down the location of missing persons or wanted individuals within communities. To find the trail [...] requires a Gather Information check.

Bardic Sage: neutral good/neutral/neutral evil, good will, poor fortitude, poor reflex, additional divination spell known for each spell level, same number of spells per day, needs Intelligence score (not charisma score) equal to at least 10 + spell level (all other spellcasting factors still determined using Charisma), expanded spell list, bardic knowledge +2, bardic music lasts only 3 rounds after ally can no longer hear bardic sage sing

Divine Bard: spells are divine not arcane, needs Wisdom score (not charisma score) equal to at least 10 + spell level (all other spellcasting factors still determined using Charisma), cannot cast spells of other alignment, expanded spell list

Savage Bard: chaotic, good fortitude, good will, poor reflex, -decipher script, -speak language, +survival, iliterate, somewhat different spell list
 

log in or register to remove this ad

Olive said:
Like what?
Just to give my own opinion.

If we look at what's been said about the damage save mechanic's porting over to DnD, it looks incomplete.

Granted I can't say until I have the book, but on the assumption that Tarril didn't leave anything out there are two notable problems:

Varying hit die are not accounted for. Let's say I played the 'Generic Spellcaster' mentioned earlier where I can assign my own saves, if I give the Good save to Fort, I have the same damage soaking ability as a Barbarian...

This will get inordinately complicated with monster hit die...

The second problem is with damage itself. If I still need to roll damage to determine what I divide by 5 then we're only slowing down the game by using the save. On the fly division kills game speed. On the other hand, if we use either max damage or average damage this possible issue goes away.

In a save mechanic for injury, the random end is on the save, put it on both ends and you slow things down to much.



What all of this says, is that it looks unfinished. With a little work we can devise a way to account for each issue, but that should be done BEFORE we buy the book...
 

arcady said:
The second problem is with damage itself. If I still need to roll damage to determine what I divide by 5 then we're only slowing down the game by using the save. On the fly division kills game speed. On the other hand, if we use either max damage or average damage this possible issue goes away.

Damage save in M&M uses a fixed number for damage, which is added to a base of 15 to get the DC for the save. It's wonderful simply because it reduces rolling. ;) I wouldn't use anything that would force me to roll more unnecessarily.

As for the division by 5, that's just like in the M&M FAQ where to port monster's natural attacks into M&M (along with the monster, of course), you take it's total damage and divide by 6 to get it's damage bonus. I gather they reduced the number to 5 to have Greatswords (+3 damage) be at least a bit better than Longswords (+2 damage).
 

Ranger REG said:
As I stated earlier, the prestige paladin class is nothing more than an adaptation of the core paladin class without one of the silly multiclassing restrictions. That is what posters here and on Wizards' messageboards have been asking for a long while, now it is a reality in the new Unearthed Arcana.

If you don't like it, you don't have to use it. In fact, Unearthed Arcana is just a big book of alternative rules OPTIONS. Feel free to use (as-is or modified) any of the options: all, some, or not (in this case, don't buy it).

Again, feel free to modify it ... or wait for third-party publishers to use (and modify) the OGCs for their own flavored game products. An idea, even when poorly executed, is still an idea that can be useful ... unless it is a bad idea in the first place.

I hate to put it this way, but no [censored] Sherlock.

I'm well aware of the doctrine of "don't like, don't use". I'm also equally aware of the fact that the existence DLDU doctrine doesn't preclude me pointing out those things which I think were not done up to snuff. If I can handle reading peoples criticisms of the books I've written without crying, I suspect that WotC authors can handle my slight dissappointment without losing any sleep.

I've no doubt there will be some good things in UA, and I'll probably pick it up.

I'm also amused by your tone. It's equal parts advertising copy: "That is what posters here and on Wizards' messageboards have been asking for a long while, now it is a reality in the new Unearthed Arcana." and 50's era father/mentor: "if you don't like it, you don't have to use it.", "feel free to modify it...". A bit silly and out of place, really.

Patrick Y.
 
Last edited:

Woas said:
What are spell points and how do they work?
Every spellcaster has a reserve of spell points based on class and level, and also gain bonus spell points from a high ability score. The caster spends a number of spell points appropriate to the spell's level to cast the spell.

- A spellcaster who normally prepares his spells is now setting his list of spells known for the day. He can cast any combination of his prepared spells each day.
- A spellcaster who cast all his spells spontaneously doesn't have to prepare spells. He can cast any spell he knows.
- A spellcaster who can cast a limited number of spells spontaneously are always treated as having those spells prepared without spending any spell slots to do so.
- A spellcaster who normally receive bonus spells form a class feature can instead prepare extra spells of the appropriate level, domain, and/or schools. He doesn't get any extra spell points.

Metamagic:
A spellcaster need not specially prepare metamagic versions of his spells, he can apply a metamagic effect at the time of spellcasting and must pay for the adjusted spell level(*). This does not increase the casting time. The normal limit for maximum spell level applies.

*) Variant: without any additional cost, 3/day.

Spell points per day:

Bard: 0,0,1,5,6,9,14,17,22,29,34,41,50,57,67,81,95,113,133,144
Cleric, Druid, Wizard: 2,4,7,11,16,24,33,44,56,72,88,104,120,136,152,168,184,200,216,232
Paladin, Ranger: 0,0,0,0,0,1,1,1,1,4,4,9,9,10,17,20,25,26,41,48
Sorcerer: 3,5,8,14,19,29,37,51,63,81,97,115,131,149,165,183,199,217,233,249

Bonus spell points: (same as bonus power points, PsiHB p.7)

Spell point costs: 1,3,5,7,9,11,13,15,17 (a spellcaster capable of casting 0-level spells can cast a number of them each day equal to 3+spell points gained by class at 1st level)
 
Last edited:

Finally a book with rules! I was getting sick of only crunchy bits...

So far these may find some use in my game:

UA
Cloistered Cleric
Paladin Variants
Domain Wizard
Spontaneous Divine Casters
Generic Classes
Character Traits
Magic Rating
Summon Monster Variants
Spell Points
Contacts
Reputation
Honor

DMG
Striking the Cover
Massive Damage Based on Size
Weapon Equivalencies
Summoning Individual Monsters

edit: Magic Rating sounds to me like an attempt to let caster level stack... does every class have a MR even the non-spellcasters?
 
Last edited:

Arcane Runes Press said:
I hate to put it this way, but no [censored] Sherlock.
It would have been more appropriate to use the "well, duh" phrase. :D


Arcane Runes Press said:
I'm also amused by your tone. It's equal parts advertising copy: "That is what posters here and on Wizards' messageboards have been asking for a long while, now it is a reality in the new Unearthed Arcana."
Okay. So while it sounds cliche, it is what I have personally observed in the messageboards for quite some time. It's no marketing ploy, especially when I'm not getting paid by Wizards.


Arcane Runes Press said:
and 50's era father/mentor: "if you don't like it, you don't have to use it.", "feel free to modify it...". A bit silly and out of place, really.
Hmm. It's not really out of place. I too may like certain mechanics and dislike them or probably tweak them if they are fun to use and relevant to my game.

[But you are right. I sounded like a patronizing father. Dang, I'm old.]

I'm just amused by some of the earlier posts (not yours necessarily) that dislike one thing and come to conclusion that the entire product is not worth having because of that one or two things.

As for the Paladin prestige class, I'm sorry if it does not please you.
 

I think a lot of the options in UA that don't work so well for D&D (WP/VP, M&M's Damage Save, etc.) aren't in there primarily for use with D&D, but so independent publishers can use them in their d20 products.
 

I'm back!

Human Paragon: 3 level-class, med base attack, good will save, d8 hp, any ten class skills, skill points: 4+Int mod, simple weapons, one martial weapon, light armor, spells/day +1 in lvl 2+3, lvl1:Adaptive Learning - choose one skill to be permanent class skill, lvl2:bonus feat, lvl3:Boost one ability by 2 points.

Item Familiars: a permanent magic item, that becomes bonded to you, and gains in power, almost like a familiar, it even becomes intelligent eventually.

Sanity: starts at Wis * 5, sometimes you make a sanity check - d% equal or less than your current sanity - on success you don't lose sanity or only a minimal amount, when losing some chunk of your sanity you may go temporary insane or indefinite insane, if you reach -10 you become permanently insane (0 Sanity lets you lose 1 point every round, the Heal skill can stabilize you), there's lot of info about when to make checks and how much you lose, how to get sanity back, and kinds of insanity. All in all it's 16 pages

Summon Monster variants: themed summoning lists, individualize summoning lists

evildm: it's total damage after modifiers

Defense bonus: you get an AC bonus by class

Armor Damage Reduction: armor gives you damage reduction from 1/- upto 4/-, this stacks with the same DR from other sources (Bbn for example).

Magic Rating basically allow caster levels to stack for determining spell effects and SR penetration, even non-spellcasters have it.

gestalt with multiclassing and prestige classes: every level has different combinations of two classes. You could even construct an uber-prestige class which could use the place of two normal classes.

AeroDm: some of it IS underdeveloped, but I'm also glossing over some specifics.
 
Last edited:


Into the Woods

Remove ads

Top