Unearthed Arcana - Which rules do you use regularly?


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I use "Weapon Group Feats" in every campaign where I have any influence at all. It has really led to flavorful weapon choices instead of Longsword versus Rapier choices.

I've tried "Gestalt Characters" a couple times. My favorite use for these rules is for high-LA games. That way the character gets skills and hit points for their faux levels.

I used "Character Traits and Flaws" to make a Ranger that I played for a year.

I used Players Roll All the Dice.

I wasn't happy with the following in the one game where I used them...
Armor as Damage Reduction
Incantations (there aren't enough sample incantations)
Level-Independent XP Awards
Action Points
Generic Classes
 

At the moment only Action Points. These may or may not be used in the next campaign. I'm undecided at the moment.

Player use of action points seems to be very frugal. Most of the time the players have 5+ of them left when they level up. Either I'm not challenging them enough or they're just forgetting to use them.

Olaf the Stout
 

This isn't the first thread about UA where I've heard a number of people who've tried and disliked Armor as DR. I can empathize - it's a cumbersome variant. There's another variant that achieves the sought-after effect more accurately, simply, and effectively: Armor as Damage Conversion. If you haven't checked it out yet, I recommend it highly.
 

We use a few of the variant rules, including Action Points, Character Traits, Reputation, class variants (some, not all), Paragon Classes.

On whole they work pretty well. Action Points have become pretty essential to our game and we all like them. Character Traits work work most of the time, though sometimes players tend to forget to play their character to their traits. Reputation seldomly gets used, but adds a bit of fun to the game when it does, and both class variants and paragon classes have proved useful additions to our game, when used (which is not all that often).

I once played in a game that tried using Spell Points, but they were just hopelessly broken and we soon ditched them.
 

Olaf the Stout said:
At the moment only Action Points. These may or may not be used in the next campaign. I'm undecided at the moment.

Player use of action points seems to be very frugal. Most of the time the players have 5+ of them left when they level up. Either I'm not challenging them enough or they're just forgetting to use them.

Olaf the Stout

I added the rule that action points don't stack when they level - so any they have left over they lose (so they start every level with a total of 5+half-level). It's rare for them not to have used their APs when they level up.
 

Action points.
Specialty wizard abilities incorporated in to core specialty wizard abilities (still can't get a player to take wizard class). Even with only losing one school of magic even.
 


From Chapter One, Races: I've used Racial Paragon Classes and the Environmental Races. I'll still use Environmental Races in the future.

From Chapter Two, Classes: I've used Monk Fighting Styles, Spontaneous Divine Casters, Battle Sorcerer, and a variant on Prestige Paladin. I will use all of these again in the future.

From Chapter Three, Building Characters: I've used Weapon Group Feats and Craft Points. I will use Weapon Group Feats in the future.

From Chapter Four, Adventuring: I've used Damage Conversion, Massive Damage, Death and Dying, Action Points, and Players Roll All The Dice. I'll likely use them all in the future. I have to admit, though, that I Grim Tales' version of action points to be much more satisfying and will use that version in my games.

From Chapter Five, Magic: I've used Legendary Weapons, and I am undecided about using them again. Also, I am going to be using incantations in the future.

From Chapter Six, Campaigns: I have used Reputation and Honor. I wil not likely use them in future games.

From the DMG Variants: I've used Striking The Cover, Automatic Hit and Misses, Critical Misses (Fumbles), Critical Success of Failure (on skills), Power Components, Free-Form Experience, and Less Lethal Falls. I will likely continue to use these variants, though I may drop Less Lethal Falls.

For the most part, if I tried something and I'm not using it in the future, it simply didn't give me what I wanted or wasn't used by the players.

Hope This Helps,
Flynn
 

Players Roll All The Dice is one of the best options I've ever used. I strongly recommend it especially if you play in large groups (though be careful, the magic number should be 12, not 11, I believe).

One player is also a Domain Wizard and really likes it.
 

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