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Unearthed Arcana Variant Rules - Previews and Questions
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<blockquote data-quote="woodelf" data-source="post: 1372741" data-attributes="member: 10201"><p>There're a few things in this book that i wonder why they need to write them down:</p><p></p><p></p><p>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?</p><p></p><p></p><p>Am i reading right that these are basically like the Heroic Paths of Midnight: an additional track of abilities gained with level, independent of your race/class?</p><p></p><p></p><p></p><p>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. mid20 [3d20, drop the lowest and highest] would've been a much better option to present/explore: no math, just comparison; not quite so heavily center-weighted; full range of results; and it'd work better with the luck domain.</p><p></p><p>And, heck, if you *want* to add up a bunch of dice for every roll, you should really do it right and roll 3d6+2dF--that'd give you a range from 1 to 20, with about the steepness of 3d6. <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=";)" /></p><p></p><p></p><p>This plus recharge magic pretty much completes the job of porting Ars Magica to D&D that D&D3E started. [well, short of dropping classes, that is. Though using the Expert/Warrior/Wizard base classes as presented in Unearthed Arcana would give a bit more of the companion/grog/magus feel.]</p></blockquote><p></p>
[QUOTE="woodelf, post: 1372741, member: 10201"] There're a few things in this book that i wonder why they need to write them down: 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? Am i reading right that these are basically like the Heroic Paths of Midnight: an additional track of abilities gained with level, independent of your race/class? 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. mid20 [3d20, drop the lowest and highest] would've been a much better option to present/explore: no math, just comparison; not quite so heavily center-weighted; full range of results; and it'd work better with the luck domain. And, heck, if you *want* to add up a bunch of dice for every roll, you should really do it right and roll 3d6+2dF--that'd give you a range from 1 to 20, with about the steepness of 3d6. ;) This plus recharge magic pretty much completes the job of porting Ars Magica to D&D that D&D3E started. [well, short of dropping classes, that is. Though using the Expert/Warrior/Wizard base classes as presented in Unearthed Arcana would give a bit more of the companion/grog/magus feel.] [/QUOTE]
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