Unearthed Arcana, what do you think?

Oh you mean Core Rulebook 4? IMC I allow a lot of player options and I have a few of the rule tweaks so for me it is very much a core rulebook.

Indespensible when it comes to allowing my players interesting options for their characters. Indespensible when it comes to me writing new summoning, VP/WP, character options and Sanity rules.

Aaron.
 

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Incidentally, am I mistaken in that nobody's ever gotten around to putting the OGL content of UA into a nice PDF or HTML format document? I guess folks wanted WotC to put out the material in RTF's rather than resort to slicing up their personal copies and gamble that their flatbed scanner is up to snuff?
 
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Hey, Blacklamb, welcome aboard! (check out Sepuchrave's story hours next)

If you're a compulsive rules modifier like I am, Unearthed is awesome.
It's my favorite 3rd edition book.
I really wish all D&D books presented lots and lots of rules as options like UA does.
 

Eolin said:
Not to hijack too much, but what do you all think of the gestalt characters? (Sure, I'm sure this was talked about recently.)

What I like best about gestalt characters is that it makes weak PrCs playable. For example, spellcasting PrCs that give up 4 or more (out of 10) spellcasting levels are almost never worth it. With gestalt, though, you can still take the PrC without giving up your effectiveness. Because gestalt characters are more versatile than regular ones, you can get some really interesting combinations.
 

Very nice book. We're currently using the spontaneous metamagic and variant specialist wizards rules in the game (someone else DMing) and I plan to use those and a few more when I'm DMing. I'm very careful about my RPG purchases, so I wouldn't have paid full price for it, but I got it for 60% off at Amazon.
 

I'm using the Level-independant XP Awards and the Weapon Groups as standard now, as well as the Prestige Paladin, Ranger and Bard. I also came up with a method of varying the Sorcerer based on Bloodlines. I really need to dig that out again, give it a once over...
 

I have used the Whirling Frenzy option for my dwarven Barbarian/Sprit Shaman. At first it seemed too good as a replacement for Rage, but my character's Whirling Frenzy ends two rounds before a regular Rage does because it doesn't increase her CON and my character has had to keep fighting even though she was fatigued, which sucks.

Another player has taken dragon blooline for his samurai, which was appropriate for the DM's campaign because his asian-themed region in his game world is dracocentric.

But what was especially cool was when another DM of mine started his game with all of the PCs being scions of royalty. He has us use the Gestalt rules so that we could go up in Aristocrat and the PC classes of our choice simutaneously. This represented our character's superior training options that would naturally be available to royalty very well, while keeping just just a little more powerful than a regular PC of our level. Because of this, every PC could hold their own in courtly scenarios with their own strong social skills and knowldege skills.

This Gestalt class option would have helped another one of my DMs in the past who had our characters take a level of expert and a PC class for first level, to represent the higher level of education that our characters had. His instructions was to to take all of the good things of having two levels and none of the bad things of having two levels. So we were 1st level for experience point purposes, but 2nd level for hit points and HD to reisist magical effects for example. The Gestalt rules would have worked better for this, I believe.

And for those who haven't read the book, the Gestalt class option is intended for games where there is only one, two, or three players, and all of the PCs use this option beause it does make your character more powerful than an equivelent level regular PC. But by using NPC classes as the other class for a gestalt character, it makes the PC just a little more powerful than a regular PC.

In the past I was contemplating running a thieves' game, where all of the PCs were members of a thieves' guild and had to start off with a level of rogue and then take rogue for their second level before they could take levels in the class of their choice. But the Gestalt option would allow the players to start off in the class of their choice while also having the other class always be rogue levels, and that would work a lot better.
 
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If you like to choose between variant rules to suit your need, or if you'd like some inspiration for house rules of your own, it's a great buy.

So far I've used the Domain Wizard's domain list to boost the Sorcerer and the Level Check Turning Variant to make my own Turn Undead house rule.

So even though there are big chunks I know I'll never use from UA, I like it.

And I paid 58$ for mine.
 

I love this book. I don't use 95% of it, but I love this book.

It's fun to just skim and think about how you would use the different options.
 

It's very inspirational.

For example, I'm using a bunch of home-brewed Paragon classes, but I'm stealing liberally from those in UA.

-- N
 

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