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Unearthed Arcana Variant Rules - Previews and Questions


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Ashrem Bayle said:
Maybe I'm misunderstanding something, but from what I can see, the Sorcerer did indeed get the shaft.

From what I can tell, the Wizard is treated very similar to the Magister from AU. You have a spellbook. Each day, you can prepare a number of spells. Then you can cast any of those prepared spells however you like.

How is that any different from a Sorcerer who could change his list of known spells every day?


BTW - I'm seeing a LOT of great options for a Midnight campaign in UA.

Not my impression. I though it read like the wizard prepares spells as normal, but owing to the pp approach, had more flexibility in the distribution of spells he could prepare. He had to stick to those prepared spells once casting time came along. Basically just the system you have now but with pp. I could be wrong though.

EDIT: Just reread the description and you two are right. Won't be using that option.
 
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smetzger said:
That's bad but not as bad as not designating what is OGC. I didn't see such a designation.

They really should not be making these mistakes.

Well it is taken from UA and on page 2 of UA it tells you what's Open Game Content (basically everything except PI and githyanki/githzerai, slaad and yuan-ti bloodlines).
 
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So yea, Sorcerers get screwed. So ditch the Sorcerer class..

I actually like the option for Wizards, it makes them a bit more versatile and fluid. But it definatly eliminates the need for a Sorcerer type. Other than role-playing reasons, I can't think of why you would want to play one.

EDIT - I guess, depending on how powerful the bloodlines are, you could give the Dragon Bloodline to sorcerers for free even in a campaign that doesn't offer them to other classes. That might help. Anybody know what the Dragon Bloodline gives the PC?
 
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The more I read about this book, the less the ideas in it seem to have been playtested.

I've now reached a point where even at 40% off, the option I have for buying it, I'm not sure if it would be a good buy...
 

arcady said:
The more I read about this book, the less the ideas in it seem to have been playtested.

I've now reached a point where even at 40% off, the option I have for buying it, I'm not sure if it would be a good buy...

Eh, I wouldn't have expected that regardless. The balance would inherently change. I especially wouldn't use many of the extreme changes together. Nothing I've seen seems to radically unbalance the game though.

The new damage system for instance doesn't take into acount hit die, but given the general correlation in the core rules between fort save and size/number of hit die, I doubt it would make much of a difference, if any.

In other words, the convenience some of these options provide might outweigh the minor balance problems they introduce. There has always been a tradeoff between simplicity and balance in the game.
 
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Hi, I have a question, please forgive me if it's been asked her before and I missed it.

Is there an unarmed combat-related base class in UA that doesn't require a lawful alignment? In my world, I have real need for such a class, and I was hoping I could weasel out of making one myself.
 


The sorcerer is just a 3.0 patch for people who didn't like spell memorization. If you "fix" how the wizard casts spells you obviate the need for a separate sorcerer class.


Ashrem Bayle said:
Maybe I'm misunderstanding something, but from what I can see, the Sorcerer did indeed get the shaft.
 

There's no nonlawful unarmed combattant in UA.

Elf Paragon:

d8; med. base attack; good reflex save; spells/day: +1 lvl Wiz at lvl 2+3; skill points 2+Int mod; class skills: climb, craft, diplomacy, hide, jump, knowledge (all), listen, move silently, profession, spellcraft, spot, survival, swim; simple weapons, rapiers, longswords, shortbows, and longbows, light armor, no shields; at 1st lvl: racial bonus to spot/search increases to +4, low-light vision increases to x3, racial bonus vs. enchantment increases to +4; 2nd lvl: Weapon Focus on one weapon specifically mentioned above; 3rd lvl: +2 on Intelligence.

These paragons seem to be exactly the same as Monte's racial classes.
 
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