• 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

woodelf said:
Even if you've altered it sufficiently that it's closer to one of the latter than to D&D? Seriously, using a significant portion of the rules in Unearthed Arcana could actually end up with a game that is closer to "Earthdawn with a d20" or "GURPS with classes" than to D&D3[.5]E. I mean, does it really matter any more that it's nominally the same system at that point, if you've changed [almost] everything?
yes.

even if i were to use a heaping helping of variant rules from UA so that i ended up with something that was, as you put it, closer to "GURPS with classes" than core D&D, it would still have elements of d20 that i like present and have elements of GURPS that i don't like absent.

the only Unearthed Arcana-like books for GURPS are the two Compendia, which however do not move GURPS in the direction of the game i desire in the way that UA moves d20.

so it would still, for me, be better to play a UA-modified version of d20 than a Compendia-modified version of GURPS.

(as far as i know, the other systems you quoted don't even have books of alternate rules, so they are even less useful to me.)

the next obvious question would be why don't i just make up my own system or modify the rules myself? while i love working on settings and other worldbuilding details, i hate creating rules. i like worldbuilding, but i don't like game design. so i prefer to leave that in the hands of the professionals. :)
 

log in or register to remove this ad



Wilderness Rogue
Class Skills: Remove the following; Appriase, Diplomacy, Decipher Script, Forgery and Gather Information. Add the following: Handle animal, Knowledge (geography), Knowledge (nature), Ride, Survival

Special Abilities: Add Woodland Stride (as the 7th level ranger ability), camouflage (as the 13th-level ranger ability) and hide in plain sight (as the 17th level ranger ability) to the list of special abilities that can be chosen by the wilderness rogue

That's it for the Wilderness Rogue. :)
 


d4 said:
the only Unearthed Arcana-like books for GURPS are the two Compendia, which however do not move GURPS in the direction of the game i desire in the way that UA moves d20.

Actually, the Compendia are hardly UA-like. CI is more like an enormous splat book made so SJG didn't need to keep reprinting the Secret disadvantage. CII is a little more UA-like, but there was nothing that actually changed the game. FWIW, GURPS CI is the second-most battered RPG book I own, second only to the Basic Set, of which I have had three printings and am considering tanking my softcover one even more so I can have an excuse for my wife when I buy a hardcover one. :)

Oh, on topic ... UA is the best non-big three WotC book. Which, when you consider most of the non-big three WotC books, isn't all that impressive, but it is nice. The black cover is a welcome surprise. Makes it look way badass.
 

woodelf said:
Even if you've altered it sufficiently that it's closer to one of the latter than to D&D? Seriously, using a significant portion of the rules in Unearthed Arcana could actually end up with a game that is closer to "Earthdawn with a d20" or "GURPS with classes" than to D&D3[.5]E. I mean, does it really matter any more that it's nominally the same system at that point, if you've changed [almost] everything?

At least if you go from the D&D side, the work has already been done for you.

Earthdawn is a great world setting, but the rules are not too great and in some spots just plain impossible to use. It's much easier to address that starting from D&D than from earthdawn.
 

Lord Rasputin said:
Actually, the Compendia are hardly UA-like. CI is more like an enormous splat book made so SJG didn't need to keep reprinting the Secret disadvantage. CII is a little more UA-like, but there was nothing that actually changed the game.
well, you're right. i stopped playing GURPS when 3e came out in 2000, so i haven't actually looked at those books in almost 4 years now. from memory, they seemed like books of options, but as you say, the options they presented weren't the same kinds of options that UA presents.

Oh, on topic ... UA is the best non-big three WotC book. Which, when you consider most of the non-big three WotC books, isn't all that impressive, but it is nice. The black cover is a welcome surprise. Makes it look way badass.
i whole-heartedly agree. :)
 

woodelf said:
Yeah, i didn't catch that at first--Bendris is describing something that increases the die rolling, and symetricalizes the system (both sides always roll).
The perils of posting while on Kid Duty...

As is, though, you indicated the rule as being in the DMG. The rule described above doesn't sound like anything I've seen in the DMG. I have seen (and use) the Opposed Rolls in the DMG. Is it in the 3.5 DMG and not 3.0?
 

What's the spell progression for the generic Spellcaster class? Also, is there any way for the generic Expert to get sneak attacks?

What are the preresquites for the Ranger PrC?
 

Into the Woods

Remove ads

Top