• 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

Heretic Apostate said:
Can someone post about the Weapon Groups?
basically breaks down weapons into different groups of similar weapons: Axes, Picks and Hammers, Heavy Blades, Bows, etc.

different classes get different free weapon groups proficiencies: Fighters get Basic Weapons plus a choice of any four, Sorcerers get Basic Weapons and a choice of either Crossbows or Spears. and so on.

there's a separate (single) feat for Exotic Weapons: if you have the Exotic Weapons feat, you are proficient with all the exotic weapons that fall under the other proficiencies you already have. for example, you already have Crossbows and Flails & Chains as two weapon group proficiencies. if you pick up the Exotic Weapons feat, you can now also use hand crossbows (an exotic crossbow) and spiked chains (an exotic flail / chain).

and there's yet another feat for exotic double weapons.

i like the system. more detail than core D&D's basic / martial / exotic structure, while not going as far as previous editions in which you chose single weapons.

one cool thing that's mentioned is altering the groups for different cultures and races -- for example, having a "Drow Weapons" or "Orc Weapons" group, or for bringing in weapons from Oriental Adventures (perhaps a "Rokugani Weapons" group). so that weapons that are common to one culture might be exotic to another and vice versa. it seems it would be easier to implement this notion with Weapon Groups than with the core D&D mechanic.
 
Last edited:

log in or register to remove this ad

I think I've read somewhere that UA has a rule for a variant rogue who exchanges his sneak attack dice for feats.

If there is such a variant, could someone please give some more details on the exact mechanics, please? (If possible, also the list of feats to choose from.)


Thanks!

Folkert
 



Thanks, KM! (Incredibly fast service 'round here! :) )


As to the option: EEK!!! Isn't that rextremely powerful? (I had imagined something like that from what I read but had hoped for less feats.)

Thanks again!

Folkert
 
Last edited:


Not so much. Sneak Attack is a bit more potent than a feat should usually give, and you get that every 3 levels....switching it for a feat every two doesn't hurt, especially when you won't be able to make optimal use of many of them (rogues don't wield big weapons or get in melee for long).
 

d4 said:
basically breaks down weapons into different groups of similar weapons: Axes, Picks and Hammers, Heavy Blades, Bows, etc.
[snip]
i like the system. more detail than core D&D's basic / martial / exotic structure, while not going as far as previous editions in which you chose single weapons.

IOW, pretty much exactly like the system in the Complete Fighter's Handbook (AD&D2)--just pointing out that it *has* been done before. And i, too, think it's better than both single weapons and the very broad groups of D&D3E core. I'm glad to see it in the new system.
 

woodelf said:
IOW, pretty much exactly like the system in the Complete Fighter's Handbook (AD&D2)--just pointing out that it *has* been done before. And i, too, think it's better than both single weapons and the very broad groups of D&D3E core. I'm glad to see it in the new system.
i never played 2e, but it reminds me of the weapon skills in GURPS. ;)
 

d4 said:
i never played 2e, but it reminds me of the weapon skills in GURPS. ;)

Weapon skills in GURPS are much more specific than the UA groups. (Then again, GURPS weapons are a bit more specific in effects than D&D weapons.) UA *does* resemble the Complete Fighter's Handbook's broad groups. Personally, while I like the system in UA, I'm not sure how folks who are used to fighters having every weapon out there except the weird ones would take it. I know I'm not using it in my current game partly for that reason.
 

Into the Woods

Remove ads

Top