Unearthed Arcana Variant Rules - Previews and Questions

buzz said:
Strangely enough, these are the variants I'm most intrigued by:
  • Hex Grid
Number of times counting diagonal squares has made me wish D&D used a hex grid: Lots. :)

Yeah, i still don't understand the switch to squares. Has an actual rationale/reason been put forth at any point, and i just missed it?
 

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woodelf said:
And if you want to use a large selection of the more-radical alternatives, i would wonder why you're playing D&D, and not just picking up Ars Magica, GURPS, Earthdawn, Riddle of Steel, or some other fantasy RPG? I mean, if you were to use generic classes, recharge magic, specific injury, DR and damage conversion for armor, defense bonus, contacts, reputation, bell curve rolls, complex skill checks, craft points, and spontaneous metamagic, just how "D&D" would it still be?
well, speaking from personal opinion, i'd still rather play a heavily Unearthed Arcana-ed version of D&D 3.5 than Ars Magica, GURPS, or Earthdawn. (i don't have any prior experience with RoS, but from what i've heard i probably wouldn't like that system either.)
 
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Omega Minus said:
Each time an enemy attacks a PC, the player rolls a defense check (1d20+character's AC modifiers) against the opponent's attack score (11+enemy's attack bonus). Any time a player casts a spell or uses a special attack that forces the enemy to make a saving throw, he rolls a magic check (1d20+ spell level + ability modifier + other modifiers) against the enemy's fortidude/reflex/will score (11 + enemy's save modifier).

buzz said:
Man, I can't wait to get this book! :cool:

OK, color me confused: Omega Minus posts pretty much the entirety of a very simple rules variation (one that doesn't need much more than that to work out)--one that is found in the DMG, not Unearthed Arcana--and it makes you want to buy Unearthed Arcana? What's the connection?
 

woodelf said:
With the helpful warning that characters will be much more powerful than their character level indicates, and CR ratings won't be accurate. Do i really need someone to tell me i can make a character by taking the best/sum of two class levels at every character level, and that it'l radically change the balance?
there's more than just a helpful warning, though. there's also guidelines for how to modify CRs, experience, and other factors to take into account the increased power of the gestalt characters. i don't expect everyone who wants to use the option to be able to wear the game designer hat themselves and come up with this stuff on their own. :)
 

woodelf said:
OK, color me confused: Omega Minus posts pretty much the entirety of a very simple rules variation (one that doesn't need much more than that to work out)--one that is found in the DMG, not Unearthed Arcana--and it makes you want to buy Unearthed Arcana? What's the connection?
Beats me... I've been using opposed rolls over static 10+ for nearly 3 years now (Defense, Spell DCs, and most anything with a value 10 or higher).
 

woodelf said:
With the helpful warning that characters will be much more powerful than their character level indicates, and CR ratings won't be accurate. Do i really need someone to tell me i can make a character by taking the best/sum of two class levels at every character level, and that it'l radically change the balance?

I'm a little disappointed in this one. 3d6 is a really clumsy alternative to d20. It chops off the extremes of the roll, requires addition, and is very heavily centered.
The gestalt character section is much more comprehensive than you give it credit for. There's a good descripton of how to modify CRs to be more appropriate, and in-depth descriptions of the ways in which it radically changes the balance, including several that aren't apparent at first.

I agree about the 3d6 though. If d20 has too much randomness, then 3d6 has way too little. 2d10 would work much better IMO. It's a flatter curve, easier to add, and incorporates almost the entire range of a d20 roll.
 
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woodelf said:
any moreso than someone referring to themselves as "evil" (and meaning it)?


Not at all, I play alignment as a balance of actions, not a self descriptor. I'm not of the school that says it's alright for a Paladin to kill baby Orcs because they're Eeeevil.
 

woodelf said:
Sort of like how D&D3[.5]E doesn't have an "acrobat" base class, instead forcing you to jump through hoops to play one? Or a "skill monkey" base class? There're any number of fantasy archetypes, and former D&D archetypes, that don't have base classes.
Ironically, with UA there essentially is an acrobat and skill-monkey base class. A very simple Rogue variant, in which the sneak attack progression is replaced with the Fighter's bonus feat progression, fulfills both of these roles.
 

d4 said:
there's more than just a helpful warning, though. there's also guidelines for how to modify CRs, experience, and other factors to take into account the increased power of the gestalt characters. i don't expect everyone who wants to use the option to be able to wear the game designer hat themselves and come up with this stuff on their own. :)

ah! I must've skimmed that section too quickly (or turned 2 pages at once, or something)--i didn't notice that it gave concrete advice on CRs, etc.
 

Buddha the DM said:
Yes I know all of this from reading my copy of UA, but what is the XP cost paid? Is it treated like a regular level?

I don't have my copy yet, but from the description earlier, it sounds to me like there is no "XP cost". When you get to 12th (or 13th), you "take" a level in a phantom "Bloodline Class" that gives you +0 BAB, +0 Fort, +0 Ref, +0 Will, +0 hp, +0 Skill Points, and +1 Effective Level for level-based purposes. You are now a 12th (or 13th) level character with 11 (or 12) HD, BAB, skill points, etc., plus bloodline abilities.
 

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