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Unearthed Arcana Variant Rules - Previews and Questions

This is how I intend to handle sneak attacks: (With a 5th level Rogue for example.)

On a regular sneak attack, the damage is weapon damage + 3d6. One point of damage per die of extra sneak attack damage (in this case 3 pts) is applied directly to Wound points, the rest goes to Vitality.

On a critical sneak attack, the weapon damage is applied to Wound points as normal plus an additional one point of damage per die of extra sneak attack damage (in this case 3 pts). The remaining bonus sneak attack damage (3d6-3) is applied to Vitality.

That's my plan unless playtesting determines in needs to be modified. If sneak attacks prove to have become to powerful, I will change the bonus damage dice from +1d6 to +1d4 and see how it plays out.
 
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Corinth said:
No, you got it wrong.

If the rogue got a critical hit, then he would do 1d4(dagger)+10d6(Sneak Attack) directly to the target's WP. This is the established rule, as this is how it works in Spycraft, Stargate SG-1 and Star Wars; this is a feature, not a bug; additional damage sources (such as Sneak Attack) tend to be rare or expensive (in metagame terms, at the very least), and threat ranges are much smaller than in standard D&D because of this fact.

Here we are discussing D&D, specificaly the VP/WP rules in unearthead arcana. If you read the behind the curtain sidebar you will notice how the talk about reducing sneak attack damage to 1 hp/die and if you read the whole article you would notice that threat ranges are increased, not decreased. Therefore you got it wrong, we are discusing apples and you are talking about oranges.
 

mangamuscle said:
Here we are discussing D&D, specificaly the VP/WP rules in unearthead arcana. If you read the behind the curtain sidebar you will notice how the talk about reducing sneak attack damage to 1 hp/die and if you read the whole article you would notice that threat ranges are increased, not decreased. Therefore you got it wrong, we are discusing apples and you are talking about oranges.
No, I did not.

First: The sidebar is a suggestion, not the default condition, so the full damage dice still applies by default.

Second: My commentary regarding threat ranges compares standard D&D (i.e. using the usual HP rules, not VP/WP) to Spycraft/Stargate SG-1/Star Wars (which use VP/WP) and how the latter three games alter the threat ranges of their weapons to cope with the deadliness of critical hits. The UA article's take on this issue mirrors the aforementioned approach, with the most extreme range going only to the greatest damage multipliers.
 

Corinth said:
No, I did not.

First: The sidebar is a suggestion, not the default condition, so the full damage dice still applies by default.

Everything inside Unearthed Arcana is a suggestion, nothing can be considered "default" -_-

Second: My commentary regarding threat ranges compares standard D&D (i.e. using the usual HP rules, not VP/WP) to Spycraft/Stargate SG-1/Star Wars (which use VP/WP) and how the latter three games alter the threat ranges of their weapons to cope with the deadliness of critical hits. The UA article's take on this issue mirrors the aforementioned approach, with the most extreme range going only to the greatest damage multipliers.

nonsense, you clearly stated additional damage sources (such as Sneak Attack) tend to be rare or expensive (in metagame terms, at the very least), and threat ranges are much smaller than in standard D&D because of this fact. so your comments do not help at all in D&D (where anyone can get a level in rogue and get the sneak attack ability). I came here to read about D&D, not SW, if you want to troll look for someone else.
 


Knowledge is Power....

Tarril Wolfeye said:
It's nice. There's quite some good ideas in there, and although I'm tempted to include a lot in my campaigns I will try not to hit my players with too much at once. :cool:

Mr Wolfeye, again...I know that this has been said in advance, but your unselfish action prepare me to read this book with a open mind.

As I am reading...the Spells Points free up the Paladin and Rangers to cast whatever spells within their lists and current level at hand.

This is something old fron the past, but newly discovered again...to which I wanted the lesser casters to have.

My gracious humble Thanks to your preview.

Hey Morrus, can you make a UA symbol please. :)
 

A UA tag would be a great idea... so "bump" for that.

I'm particularly taken by the rules for incantations, spell that can be cast by ritual without using spell slots (or even spellcasting ability) and using a series of skill checks to successfully perform. It's a familiar trope of the genre and I'm sure it will see some use in my games.
 


If I might be so bold as to ask the fine gentlemen already in the posession of the book how the mechanic of paying XP in order to reduce the race LA works? :)

AFAIK, every three character levels, you're allowed to pay a XP sum, which would then reduce his LA by one. Is there a specific formula that gives the amount of XP you've got to pay? Or do you simply pay you'r level's worth of XP?

If I were, for example, playing a genasi (or aasimar, or tiefling, or duergar, or whatever) character, and I managed to reach 3rd character level (ECL 4), and if I decide to buy my LA off, how much XP would I have to pay?

What if I were playing a drow (LA +2)?

Hope I'm not asking too much.

Thanks in advance.
 

Buddha the DM said:
What's the xp cost for taking a Bloodline level? I can't seem to find it in the text.

It's there under the sub-heading, Bloodlines Levels, but it uses the most unusual mechanics and here is a possinly vain attempt to explain how it works.

You are required to take a phantom level of Bloodline Level before you reach a certain Character Level. I call this a phantom level because you don't gain thre benefits of a normal class: an extra hit die, improved BAB and saves, skill points etc....

What does change is that you can use these Bloodline Levels to boost any level-dependent effects of your existing classes so, if you're a Sor3/Clr3/Mnk3 with one "phantom" Bloodline Level your:

- Sor caster level is 4th (Sor3 + 1 Bloodline Level);
- Clr caster level is 4th (Clr3 + 1 Bloodline Level)l; and
- Stunning Fist ability save DC is calculated as if you were a Mnk4.

A character with a minor bloodline must take a phantom Bloodline Level at CL 12; intermediate strength bloodline requires two Bloodline Levels, one at CL 6 and one at CL 12; while a major bloodline requires three Bloodline Levels, at CL 3, CL 6 and CL 12.

If you don't take the Bloodline Level before (or at?) the character level required you lose the next batch of bloodline benefits and you suffer a 20% XP penalty until the Bloodline Level is taken.

If all of that doesn't make sense try pages 19-20 of UA instead. ;)
 
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