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Unearthed Arcana Variant Rules - Previews and Questions
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<blockquote data-quote="Li Shenron" data-source="post: 1366624" data-attributes="member: 1465"><p>You are right, Unearthed Arcana is effectively a book of variants. If you don't like the idea as you didn't like it in 2e I agree with you that this book is not for you.</p><p></p><p>This is a book that gives you many options to try out in a campaign if you just want to try something different: you can take one option alone and already the difference to your game may be huge (for example if you use armor as DR or those VP/WP); you may combine many options at once, although it is clear that some of them are not compatible with each other - but that's ok, this book is not supposed to be used all at the same time, definitely.</p><p></p><p>If you are not interested in changing the rules of your game, or if you already have your own homebrew options, it is probably not going to be a useful book for you, just as a book of "crunchy bits" is quite unuseful if you normally like to write down your custom PrCls and feats for your game.</p><p></p><p>If I may produce my personal opinion, I am very happy to see WotC releasing a book of rules after so many of "crunchy bits" only, although again I say that you really can't use more than a few of these variants at the same time.</p><p></p><p>Furthermore, this book addresses many of the common subjects of house rules in gaming: to name a few... variants to core classes, some core classes made prestige, helping multiclass spellcasters, vitality points instead of hit point, armor as DR instead of AC bonus, defensive bonus, more flexible spells system, alternative metamagic, alternative school specialization, bloodlines, action points, facing in combat, rules for reputation, use of a hex map instead of squares... these are all topics that I have seen discussed on this very messageboard. With UA, WotC is simply suggesting which is the way (or which are the ways, in a few cases) that would probably work best in their opinion, hopefully backed up by some playtesting <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> If someone like me has felt that a variant could bring an interesting change to my game, but I was usually afraid to implement it by myself, this book is where I would start from. It is a book of ideas, but as always you can use them as inspiration and then come up with your own variant if these don't seem perfect.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 1366624, member: 1465"] You are right, Unearthed Arcana is effectively a book of variants. If you don't like the idea as you didn't like it in 2e I agree with you that this book is not for you. This is a book that gives you many options to try out in a campaign if you just want to try something different: you can take one option alone and already the difference to your game may be huge (for example if you use armor as DR or those VP/WP); you may combine many options at once, although it is clear that some of them are not compatible with each other - but that's ok, this book is not supposed to be used all at the same time, definitely. If you are not interested in changing the rules of your game, or if you already have your own homebrew options, it is probably not going to be a useful book for you, just as a book of "crunchy bits" is quite unuseful if you normally like to write down your custom PrCls and feats for your game. If I may produce my personal opinion, I am very happy to see WotC releasing a book of rules after so many of "crunchy bits" only, although again I say that you really can't use more than a few of these variants at the same time. Furthermore, this book addresses many of the common subjects of house rules in gaming: to name a few... variants to core classes, some core classes made prestige, helping multiclass spellcasters, vitality points instead of hit point, armor as DR instead of AC bonus, defensive bonus, more flexible spells system, alternative metamagic, alternative school specialization, bloodlines, action points, facing in combat, rules for reputation, use of a hex map instead of squares... these are all topics that I have seen discussed on this very messageboard. With UA, WotC is simply suggesting which is the way (or which are the ways, in a few cases) that would probably work best in their opinion, hopefully backed up by some playtesting ;) If someone like me has felt that a variant could bring an interesting change to my game, but I was usually afraid to implement it by myself, this book is where I would start from. It is a book of ideas, but as always you can use them as inspiration and then come up with your own variant if these don't seem perfect. [/QUOTE]
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