• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Unearthed Arcana

Unearthed Arcana isn't so much a unified rulebook for a game as it is a packaging of a la carte rules that DMs and players can evaluate and add to their campaigns as they see fit to enhance their game. I remember James Wyatt referring to Oriental Adventures as a sort of dim sum experience. Grab the bits you want, eschew the rest. For OA with its mix of Rokugan and more traditional D&D OA, that was true. But UA takes idea and pushes it a lot farther.

With a $35 price tag, UA doesn't come cheap. I expect most people will make their decision on whether to buy it based on how much of the content appeals to them and how important it is to have the rules around for ready reference. For myself, I don't even own it yet. I checked it out from my local library (yes, my library system carries D&D 3rd edition materials). I'm leaning toward buying it assuming it never makes it into the SRD (a possibility, I suppose since it is OGL content).

Anyway, on with the content:

Chapter 1 is about customizing characters from a racial perspective. There are climate/regional variants of the standard races to draw ideas from if you want to have an ice-age or arctic campaign, a desert campaign, a jungle campaign, and so on. There are also elemental variants on standard races and common humanoids. For the standard European-style campaign, these might not be too useful. But they might see more use in an Al-Qadim-style or Planescape style campaign quite easily.
Bloodlines allow PCs to pick up related abilities throughout the course of their adventuring based on having some unusual ancestor. The additional powers, gradually added on to throughout the character's career, are balanced by effectively tying up a few of the character's levels, ultimately slowing advancement in the core class.
There are also paragon classes. These are multi-class options that allow a dwarf to pick up more hard-core dwarven characteristics, elves to pick up more hard-core elven characteristics, and so on. Some of the powers involve an ability boost, improved darkvision, better save bonuses, and so on.
I didn't find much use for this chapter for my own gaming interests. But that's me. In general, with this chapter and a few other spots later on in the book, I'm sure some readers will cry "MUNCHKIN!" and they'd be sort of right. With many of the options in this book, you can munchkin the character's out quite a bit. But then again, who are any of us to cast aspersions on anybody else's gaming styles? People can play with this as much as they want (and the DMs and players agree).

Chapter 2 gets into customing characters from a class perspective. There are plenty of character class variants, trading off one power to get another. Some of these are quite intriguing including barbarians of different totems, cloistered clerics, and savage bards. They introduce a new feat called Urban Tracking, the art of following or tracking down someone in a town environment. This one uses Gather Info as the skill check rather than Survival. I'm adding this one to my campaign.
There are quite a few variants on wizard specialists with considerable additional powers related to their specialties in exchange for wizard abilities like being able to attract a familiar or bonus spells. There are spontaneous divine casters, other variants on character class abilities like a slightly different form of rage, a different mechanic for handling turning checks, gestalt characters that allow simultaneous advancements in two classes, fractional BAB and Base Save bonuses (to handle that instances of having a 2nd level character with a BAB of 0 if you've multiclassed as rogue/wizard). Bards, Rangers, and Paladins are written up as prestige classes. There are generic classes with all of the standard class abilities bought as if they're feats.

Chapter 3 is about handling character builds but without redesigning races and classes. There are simplified ways of handling skill points. There are alterantive ways of adjudicating skill use to draw out dramatic tension. There are traits that can be picked up for minor advantages and disadvantages. There are a few oddball additional feats like Spelltouched, which suggests that maybe magic could have a lasting effect on characters (assuming they have been affected by a spell before and have a feat slot to spend). Weapon groups have returned to allow for more subtle handling of weapon use know-how without lumping all martial weapons together.
There is an alternative means of handling item creation - craft points. Now this is far less ground-breaking than I would have hoped, magic item creation being a royal pain in 3rd edition as far as I'm concerned. But it does allow you to kind of ignore how much time crafting an item requires if the character has enough craft points to spend.
Finally, there are tables to allow you to roll up a character at higher levels and backfill his previous experiences. I know some people don't like this kind of character generation but it can bring up some interesting ideas and present a variety of challenges.

Chapter 4 takes us to more of the main rules tinkering that will affect play time. They pull in ideas from other d20 games with a defense bonus (like in Star Wars), armor affording a certain amount of damage reduction (I kind of like this idea), various other types of damage and healing (injury systems, healing converts lethal damage to non-lethal, vitality points), there are ideas for different results from massive damage, combat facing, using a hex grid, and rolling all d20 checks on a 3d6 bell curve instead. I'm not sure why they didn't use a 2d10, personally, but there you go.
This chapter is where some very interesting chunks of the rules really are. And I think it will also be the most used chapter of the book. I'm sorely tempted by both the vitality damage rules and the armor as DR rule. I already make significant use of the hex grid ideas anyway since hexes are generally superior to squares when it comes to modeling free movement on a tabletop.

Chapter 5 moves into magic. The first topic out of the gates is magic ratings. Ever have a multiclass character who had a hard time getting his magic to affect a level-appropriate challenging monster because of his lowered caster levels? Have no fear, here's a way to handle that. Like BAB, a character's magic rating goes up with input from all of his classes (though at different rates). This doesn't affect the number of spells castable, but does affect caster level for damage, range, and the all-important caster level checks for overcoming SR. This is something I WILL be using in my game.
There are also variants on summoned monsters (tailored lists for the caster involved), special metamagic components (use this very expensive component with your spell and get it metamagic-enhanced for free), spontaneous use of metamagic feats, spell points, spells limited by their own recharge times, incantation magic (hello Call of Cthulhu-style rituals), and legendary magic items.
I suspect this will also be a heavily used chapter.

Chapter 6 takes us to other supplementary rules that can be used in a campaign. These include a more systematized way of handling character's regular contacts. It also has rules on reputation (like in Star Wars), honor, taint (originally from OA), sanity (CoC), and having test-based prerequisites for getting into a prestige class.

One of the most interesting aspects of this book lies in the sidebars. In these, you'll find off the cuff analyses of what some of the variant rules can do to a game. There are also house rules used by some of the designers at WotC. I find these pretty useful.
And at the very end of the book, there's a checklist of the variant rules with room for jotting down notes. Kind of a nice little touch overall.

So, there's a lot to UA, much of which any single campaign will not use. I'll probably pick this up sometime when my FLGS has a sale so I can support them without dipping too deeply into my lunch money. Until then, the rules sections I will be using are simple enough and small enough that I can commit them to a briefing sheet for my players with little fuss.
 

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This review was originally published on 02/29/2004 at Silven Crossroads.

"D&D Unearthed Arcana"
Authors: Andy Collins, Jesse Decker, David Noonan, Rich Redman
Publisher: Wizards of the Coast
Official Product Page: HERE
Reviewed by: Bradford Ferguson
Review date: 02/29/2004


Reviewer's Bias: I gotta admit that I love options. Eventhough options ultimately confound me with extra choices that I must make, it is fun to think through those choices and it is simply nice to have options. The variant rules presented in Unearthed Arcana usually present tougher decisions than the decision between Brawny and Tuf paper towels. I received a review copy of this book. This review is not as thorough as Lance Kepner's review.


From the Back Cover

"This supplement presents an inexhaustible source of new rules to introduce into your Dungeons & Dragons game. Inside are ideas, options, and alternatives to the standard D&D rules you can choose from to fit your campaign's style of play. From variant classes, races, feats, and abilities to alternate spellcasting systems, combat and campaign options, Unearthed Arcana offers a tremendous array of material for you to explore."


Presentation

Unearthed Arcana is a 224-page hardcover book with a full-color interior. The cover itself maintains the faux-book theme of the core D&D line of books, but it has a color illustration in the middle of the front cover - a nice touch. You can visit the Official Art Gallery of Unearthed Arcana to get a feel for the internal art. There are a ton of different interior artists that are used for this book, and without superior art direction, this would not have worked out. The styles of the various artists do not vary significantly from one another and they mesh very well. I have to admit that I am a little partial to purple, so I particularly liked two of Wayne England's pieces - one of a group of players around a gaming table, and another about a character losing his sanity. The actual content of the book - tons of rules and charts and tables - felt a little constricting at times, but the layout person did a good job with interspersing art and using the alternating colors on rows of tables. One thing that I did find a little suspicious is the use of the near black background for the cover which is nearly identical to the background color of the cover for Monte Cook's Arcana Unearthed.


Introduction

For a book that is a huge mix of variant rules, Unearthed Arcana has excellent organization with the player-relevant options in the first three chapters of the book and the campaign-changing options for the DM in the last three chapters. It also has a lengthy table of contents with the sidebars and tables listed separately and an index and a checklist are also handy. The checklist is provided as a quick visual list of the optional rules that you can either use in campaign design or hand to your players to let them know what "house rules" you are using. Though the book is delimited by player and DM-related rules, ultimately the choice of whether a rules variant is used is up to your DM. Because there is so much material and so many options, for the purposes of this review I will talk about the highlights (as I see them) and try to figure out whether this book is mostly for DMs or for players as well.


For the Player

Bloodlines are taken at character creation and essentially let the character take a template and pay for it over the course of their adventuring careers, though levels have to be sacrificed at specified intervals. There are minor, intermediate, and major bloodlines. A character must sacrifice one level for a minor bloodline, two levels for intermediate, and three levels for major bloodlines. Minor bloodlines impart a trait every four levels, whereas intermediate's traits are gained every two levels and major's traits are gained every level. The big drawback is the sacrificed levels where your character does not gain HP, skills, BAB or save progression, or class features. There are 12 bloodlines that can be taken at as a major bloodline and bunches of others that can be taken up to intermediate or just simply minor. PCs with templates... Hmmm... Interesting.

Racial Paragons allow your character to exemplify their race even more so than a typical member of their race. They allow you to take levels in your race like one of the old versions of Dungeons & Dragons. Mechanically, the paragons really do focus on and enforce the strengths of a race. For example, gnome paragons can cast mirror image as a spell-like ability once per day and they get a charisma abiltiy boost and bard spell progressions. Humans are a very flexible race in fantasy games and they have adaptive learning which allows them to add a permanent skill to their class skill list and they get a bonus feat and an ability boost of their choice and the spells per day they gain are by their existing spellcasting class, instead of a specific one. Unlike the bloodlines, the paragon abilities you get are at those levels and you still get a race-specific progression for HP, skill points, BAB, saves, etc. Monte Cook posted the racial paragons for the standard races on his website, though a team from WOTC created them. Monte Cook put racial progressions for each unique race in his Arcana Unearthed. Also, though the link above have all the standard races, Unearthed Arcana - confusing, ain't it? - has racial paragons for drow, half-dragons, orcs, and tieflings which are not included in the sample.

I am a fan of the idea of Spontaneous Domain Casting which appears in the sidebar of page 64. Imagine if clerics had to choose the Healing domain in order to spontaneously cast healing spells? More interestingly, a cleric could choose two non-healing domains and be able to spontaneously cast those spells in lieu of the normally prepared spells. Also under this optional rule, clerics do not prepare a domain spell each day, but they have a little more flexibility in the ability to cast two different spells for each spell level instead of "just" being able to heal. This option is a little bit more for DMs than players because it really has the potential to add flavor to your game world where clerics of the god of strength and good embody those aspects and clerics of a god with the access to the healing domain are known more for their healing and being good samaritans. Besides, I know I'm tired of being the cleric and being commanded to, "Heal me now!" No, dammit.

The class variants presented a real hodge-podge of classes and most of them did not restate the full progression of the classes. For example, the wilderness rogue has different class skills and adds Woodland Stride, Camouflage, and Hide in Plain Sight to its list of class abilities it can take - everything else is the same. What really caught my eye where the Paladin Variants. Whereas the paladin presented in the Player's Handbook (PHB) is a "paladin of honor" with a Lawful Good alignment, the Paladin of Freedom is Chaotic Good, the Paladin of Slaughter is Chaotic Evil, and the Paladin of Tyranny is Lawful Evil. These represent the divergent "spokes" on the alignment wheel and remind me, in concept, of the champions in Arcana Unearthed though the abilities of these paladin variants are structured very similar to the base paladin.

I was particularly intrigued by the Specialist Wizard Variants because each school's variant could forsake typical wizard abilities to gain abilities that are more closely tied to the strengths of the specialist schools. There are abilities for each wizard to replace: the ability to obtain a familiar, the ability to gain wizardly bonus feats, and the ability of gaining additional spells per day for being a specialist wizard. As a player, the abilities that you have to give did not really thrill me. Having a familiar always seemed like a "cute" thing to me but not very useful. I could use the familiar to cast spells through but I didn't want to get the familiar too close as to be put into harms way, so those things cancelled eachother out. Anyhow, the abjurer gains a resistance to energy at first level and an aura of protection at 5th level and spontaneous dispelling at 5th level where they can burn prepared spells to spontaneously cast dispel magic or greater dispel magic. Imagine a campaign where there are no generalist wizards and all specialist wizards have to use the specialist wizard variant from Unearthed Arcana. That would make wizards very different from eachother and potentially add a lot of flavor to a campaign, except for the familiar-o-phile who loves his rat familiar. *squeak*

Gestalt Characters are a great option for small role-playing groups of where there are one to three players. Instead of forcing the DM to scale down every fight, gestalt characters allow the DM to keep encounters centered around the character level of the group. Gestalt allows characters to have the best of two classes at the same time without multiclassing - though they do not double the BAB, saves, or HP, or provides two targets to their enemies, so it is not a simple doubling of the power level of the character.

Character Traits are great little codified adjustments that you can make to characters a little more quirky mechanically without giving them an outright drawback. An example is Farsighted which gives a +1 to Spot but a -2 to Search. Another is Polite which gives a +1 to Diplomacy but a -2 to Intimidate. These simple little things help me envision the character a little better.

Character Flaws allow you to give your character a drawback so that you can gain a feat. The flaws are pretty harsh because players can try and take the one that has the least impact upon their character while using the feat gained to have the most impact. Flaws can be used to enhance a character concept. Maybe for once you could play a character that is less than ideal, but for a reason. Or you can take the Feeble flaw to enhance the scholarly feel of your bookish wizard.

Weapon Groups make me harken back to the Fighter's class book of 2nd edition D&D where they had weapon groups and fighting styles. I think that Weapon Groups don't really add to the power level of a character but they make sense and they allow the character to do more with a weapon proficiency feat. A Weapon Proficiency feat is so limiting, so Weapon Groups make them a little more desirable and more useful. How many prior characters have you seen with Weapon Proficiency of something that is not an exotic weapon?

Craft Points and Non-Magical Item Creation Feats provide useful options to players who like to have craftsmen characters who make useful items. It always hurts the suspension of disbelief when you are in the middle of adventuring and suddenly have enough XP or gold to create a helpful magic item but you would need to spend several days in town to make the item before setting back out to adventure. Craft Points allow you to rush an item with the explanation that you've been working on the item during intermitant periods of downtime and that you need just a little time to finish the time. Craft points are gained at level up and when your character gains various creation feats. I like the non-magical item creation feats because they require craftsmen to do a little extra to master their craft and so that not all craftsmen can make masterwork items unless they have the relevant feat.

While tasty, I don't think that these options would make me go out and buy the book if I was a player, unless one of the options was a cornerstone to the way I play the game, or wanted to play the game. Ultimately, I think this makes the book primarily for DMs. You could argue that I didn't mention this or that that is presented in the first three chapters, but I discussed the stuff that I liked and that I think other people could get into. I thought the environmental variant races was just OK along with most of the variant classes. I could live without it, or read something like it in Dragon Magazine or whatnot.


For the Dungeon Master!

Appearing in Chapter 3, Character Backgrounds are more for DM than player because they are tables that suggests feats and skills for various career paths and functions. This is a great NPC creation tool that DMs can use to quickly individualize NPCs without needing to bog themselves down as much in d20 mechanics. Let's say that I wanted a mayor who was formerly a sailor. First, I'd go to the Maritime Background Activities and scan down to "Deckhand" which suggests: Class= Fighter or Rogue; Feats= Dodge and Weapon Focus; Skills= Swim, Use Rope, Profession (Sailor), Climb, Jump; Gear= Weapon; Contacts= Information; and a recognition check to check for promotion after each level. The gear entry suggests that if he has a magical or special item, that it be a weapon for when the character used to board other ships or defend his ship against boarding attempts. The background tables are also a good tool to get ideas when you've got Adventure Designer's Block.

The next three things I'm going to highlight are all mechanics that change the feel of your game. Armor as Damage Reduction gives characters an advantage at lower levels but a disadvantage at higher levels because it protects them against damage, but armor under the optional rule makes characters in heavier armor easier to hit compared to the normal rules. It also enforces the notion that armor actually absorbs some of the force of the blows. Vitality & Wound Points make combat more deadly at higher levels because critical hits affect wound points which represent "how much true physical damage a character can withstand." Wound Points are equal to the character's constitution. This sounds vicious but a character cannot drop below 0 wound points and at 0 wound points, the character does not automatically die, but makes rolls to see whether he or she becomes disabled or starts dying. Finally, Action Points add a cinematic flair to the game where you can add a d6 to the result of a d20 die roll (you have to state you are using the action point beforehand). APs encourage PCs to be a little more foolhardy and to try and leap down and do the parallel bars on a flag pole before cushioning their fall on the shop's awning.

I never really thought of combat this way, but some players may feel like the DM is picking on them or that they didn't do anything when their character is taking damage in combat. Call it the "Hey, what'd I do to deserve getting whacked three times for 17 damage?" factor. One part of the Players Roll All the Dice variant allows players to roll a defense check against an attack factor instead of the DM rolling to hit a certain AC. Overall, this has a couple of benefits and a couple of drawbacks. Benefits: players will stay on their toes more in large battles because they gotta roll defense even when their character is not acting, and it also empowers players to feel like they have more control. Drawbacks: the DM can no longer fudge rolls if he or she rolls behind the screen, and the players - learning what scores they need to beat to succeed in defense rolls or magic check rolls - learn the creature's bonus to attack or bonus to its saving throw. Also, some players need coaching to simply roll the right dice for their own characters, so having them roll more dice might be a disaster.

Metamagic Components allow characters to create, find, or purchase components that add a specific metamagic affect to a specific spell. The components are costly on their own and limited by the fact that it is for the single casting of a spell, but they are powerful in that their use does not require the character to have the relevant metamagic feat. In some respects, it can give a game a more macabre feel as the heroes harvest blue dragon scales so they can cast a widened Lightning Bolt, but it also adds to questing and gets the characters to explore and research more as they look for that meteorite that can power a maximized Meteor Swarm. Other affects is that it changes how characters view equipment and it places a greater importance on skills like Taxidermy and makes metamagic feats less valuable. It could also create sources of conflict in the world as peoples fight over resources like a vein of fire opal crystals (power widened Fireball) or situations where creatures such as the alibno stag are hunted for their magically valuable horns.

Note: Dragon Magazine #317 had an article called "Using Power Components" which are used to avoid XP or GP costs for spells. It is similar in that characters would harvest these components from defeated creatures and that it could help drive quests, but they are used for a different purpose.

The Spell Points System provides an additional flexibility to spellcasters where their spells prepared or spells cast are not tied to their level. Spells at a certain level and cast at a certain level have a specific value and spellcasters get spell points by level where they can decide what to memorize. For example, a 7th level wizard with an 18 INTelligence could choose to prepare 7 fourth-level spells, OR 9 third-level spells, OR 16 second-level spells, OR some kind of mixture. But note that unless the wizard spends more spell points per spell (and she has a limited allotment), those 9 third-level spells are cast as a 5th level caster, and those 16 second-level spells are cast as a 3rd level caster.

Legendary Weapons are from the Game Mechanic's Artifacts of the Ancients and essentially they allow a specific prestige class to have a weapon that gives them more and more abilities as the character gains more and more levels. But if the character loses that weapon, then they lose those abilities. I like the idea of this because of the fighter that wields his grandfather's sword that slayed the foul orc king in the Great War. If he finds a sword that has more powers than his grandfather's sword, frequently a player will have his character sell off the family heirloom for the more useful sword, otherwise the character is at a disadvantage compared to other characters at a similar level. The mechanics for legendary weapons and their associated prestige classes encourage players to keep these heirlooms and preserve their rich history and character background. Translation: mechanics that enforce better role-playing.

The Contacts & Reputation mechanics help codify these two important story aspects. Depending on the character's class, they gain a certain number of contacts throughout their adventuring career. If the hero gets themselves into a pickle and needs a contact to bail them out, the player can simply state, "I have Benny the Cobbler as a contact and he can ask a favor from Bart the Constable so that he goes easy on me." Or maybe the adventurer is researching an ancient relic and has come to a dead end in their investigation, they could use a contact and say, "Back when I learned to become a wizard, I got my big break under the tutelage of Sniffles the Hedge Wizard who once had dealings with Kain Deathdealer who once possessed the relic." In either case, the DM would then give the character a small breakthrough that would help push the story along. Everyone wins! Hurray! Oh, the reputation write-up has a cool chart that lists 100 adventure ideas and a reputation value for each (I'm not sure whether the adventure ideas are copied from the DMG though)

The Honor system is a replacement for any codified alignment system that you may or may not be using. It is great for an alignment-free system such as Arcana Unearthed where characters make oaths and are expected to follow up their words with action. Honor is also a great fit for Oriental Adventures because of the importance of honor in society, especially family honor. One cool thing is that the book gives examples of different "ranks" of honor and explains them in terms of how a character acts and thinks, which is similar to how the PHB describes different alignments.

Rules for the Taint are excellent for games where evil places, creatures, and items literally corrupt the world around them. The taint is good for adding a level of horror to the game without using the "slippery slope" sanity rules from Call of Cthulhu. Speaking of the Sanity rules, these are included almost word for word from d20 Call of Cthulhu. The nice thing that Unearthed Arcana included were some guidelines that a DM can use lower the susceptibility of characters to gain insanity. This way, you can make horror a part of the game without dooming the adventurers to ending their careers in the loony bin.

Finally, I think that Test-Based Prerequisites are a great alternative to the set-in-stone prerequisites for prestige classes (PrC). Like the author says, instead of players thinking they need 8 ranks in something and some feats to become a duelist, they will need to pass the "Crossed Swords at Noon" test in order to become a duelist - a test that the player actually plays out in a solo session with the DM (so that the other players aren't bored while the player passes the test). What better test to become a duelist than a public duel in front of a crowd? Tests are listed for all the prestige classes in the DMG and hints are given for creating new tests. I like this idea so much that I may start out my new campaign by solo-ing each PC through a PrC test.


Conclusion

As you can see, I think Unearthed Arcana is much more for Dungeon Masters to alter the feel of their campaigns. It is not a great tool for players though there are some options for players - should their DM approve the options. The variants presented are an excellent tool that can be used to tailor the game mechanically to the feel the DM is trying to create. Additionally, the variants provide ideas or a change of pace for groups that have digested standard D&D and are looking for a twist. In this respect, Unearthed Arcana is similar to Arcana Unearthed in appealing to gamers that want a change. I would recommend Unearthed Arcana to any DM looking to add some pizazz to their game.


For expanded scores and the latest reviews, check out the D&D/d20 Section at Silven Crossroads.
 


See that small "pencil and paper" icon right of "hardback" at the bottom. That is the edit option; if you are properly logged in, it should be available.

That said, the blue text is not close to my biggest concern with this review. First, you will note your HTML link; html doesn't work in the reviews format; see the help link at the right for details on how to format links in the review format.

Second, I'm not certain that Morrus is too keen about the concept of putting only half a review here. I'll take it up with him, but I strongly suspect that this is not satisfactory; we are not a front end for other pages. We have no problems linking to other pages with your own score system, etc., but I suggest you post the full review here or not at all.
 

I'll accept whatever you decide. I corresponded with Morrus by way of Blacksway several weeks ago and they seemed fine with it as long as I included a satisfactory amount of the review. It may be half of a review, but it is 2100 words which far exceeds the review guidelines.
 

I discussed it with Morrus and he shares my view: posting links back to the original review site is okay. Posting "half a review" is not. I suspect there are some crossed wires here.

Please post the full review; you are free to post links back to the Silven review in the "external reviews" field.
 

By John Grigsby, Staff Reviewer d20 Magazine Rack

Initiative Round

Unearthed Arcana is a Dungeons & Dragons supplement from Wizards of the Coast. This is a 224-page full-color hardcover by Andy Collins, David Noonan, Rich Redman, and Jesse Decker. The cover art by Matt Cavotta illustrates a young mage getting an eyeful. Steve Belledin, Ed Cox, Wayne England, Emily Fiegenschuh, David Hudnut, Jeremy Jarvis, Doug Kovacs, John and Laura Lakey, David Martin, Dennis Crabapple McClain, Mark Nelson, James Pevelec, Steve Prescott, David Roach, Richard Sardinha, Ron Spencer, Stephen Tappin, Joel Thomas, and Ben Thompson add a personal touch to the interior imagery. Unearthed Arcana retails for $34.95.

I’ve been with the D&D game for a long time; long enough, in fact, that I can recall only three alignments and a time when elf and dwarf were classes. If you’re old and grey, like me, you probably recall a highly anticipated release back in 1985 called Unearthed Arcana. That book, intended for use with 1E, was a campaign expansion, full of new character classes, new spells, and all manner of new options for your game. In a way, the new release of Unearthed Arcana brings us full circle. Like its predecessor, this book is full of options.

Let’s take a good look at that sentence for a moment. Notice the descriptor; options. I bring this up because I’ve seen a lot of commentary on the boards about UA and I think that people need to stop and realize that these changes are optional. If you don’t like them, don’t use them. No one is telling you that you should employ every one of the variants listed herein (in fact, that would be impossible, given that there are three different means of handling hit points alone). For that matter, no one cares if you use any of these variants. It’s up to you (and your players). I can safely say that no one from WotC is going to come over to your house, slap you with your rulebook, and ask why you didn’t choose to utilize such and such from this or any other release. Okay, now that I’ve gotten that out of the way, let’s take a look at some of the options that Unearthed Arcana offers.

From a role-playing standpoint, one of the things that defines your character more than any other is his or her race. Dwarves don’t just look different from elves, they behave differently. They have a different mindset, different customs, and even different outlooks on life. Still, it’s possible that a player might want just a little more variety to their character. What would a dwarf raised in the ruins of an ancient jungle temple be like? What abilities might a halfling with strong ties to the plane of water possess? How about a human who isn’t a half-giant, but has giant blood in their lineage? If you can ask questions like these, this book has the answers.

The first part of this chapter introduces environmental racial variants of the core races (except humans; their adaptability works against them in this case), as well as goblins, orcs, and kobolds. Aquatic, arctic, desert, and jungle variants are presented here, offering plenty of variety to the “standard” races. These are far more than just cosmetic changes, they redefine the races in terms of their environment. For example, halflings in a jungle environment would gain no racial bonus on attack rolls with slings. This weapon simply isn’t of much use in a jungle. On the other hand, the use of the axe, handaxe, and shortbow come naturally to them.

Moving on, a similar variant offers presenting races with a strong affinity to one of the four classic elements (earth, air, fire, or water). Thus, it is possible to have an elf with fiery traits that gains a +1 racial bonus on attack rolls against creatures with the Water subtype, suffers a -2 penalty on saving throws against spells, spell-like abilities, or supernatural abilities with the Water or Cold subtype, and resistance to fire 5. These races don’t represent so much an elemental heritage as simply an affinity for the element in question. As is the case with the environmental variants, the adaptability of humans works against them here and they may not claim elemental ties.

A brief pause here, before continuing. In the D&D game, this is balanced through the application of effective character levels (ECLs). While ECLs are a great tool for providing balance, in the long run, the tradeoff can become less meaningful as the character’s class abilities overstep the racial benefits. As the other character’s are two or three levels ahead of him, the player feels like he has made a poor decision to trade levels for race, and regrets having done so, but what’s done is done and he’s stuck with it, right? Not any more! Unearthed Arcana offers a solution by permitting the character with the ECL to “buy” it off by sacrificing XP at certain intervals. This is where the self-correcting nature of the XP system becomes apparent, as even though this will put the character at a lower level as compared to his fellow, he will swiftly catch up once the penalty created by the artificial ECL is removed.

Bloodlines are perhaps the most novel approach to character customization that I’ve yet seen in the D&D game. Let’s say that you want to play a character in whose lineage the blood of dragons. It’s not strong enough to warrant playing a half-dragon character (you don’t want the hassle of ECLs), but you wouldn’t mind picking up a benefit or two from your unique heritage. Bloodlines may be the answer. A bloodline represents deific omens or curses, unusual ancestry, or genetic mutation. As the character gains experience, she also gains certain unique traits that are reminiscent of the bloodline.

Bloodlines come in three forms; minor, intermediate, and major. Minor bloodlines manifest at every 4th level, intermediate bloodlines manifest at every even level, and major bloodlines manifest at every level. Only the most powerful of sources cam manifest as a major bloodline, and some sources may not be strong enough to manifest even an intermediate one. Because bloodlines add a number of new abilities, they are balanced by the requirement that the character must purchase a level of “bloodline” at certain points in their advancement. Characters with only a minor bloodline must take a single level of bloodline before attaining 12th level. Characters with an intermediate bloodline must take two levels of bloodline (one before 6th level, and the other before attaining 12th level). Characters with a major bloodline are required to take three bloodline levels (before 3rd, 6th, and 12th level). Bloodline levels offer no bonus in hit points, base attack bonus, or saving throws, nor do they affect the acquisition of class features, skill points, or feats. They do, however, add to the character’s class level (for all classes held) for the purpose of level-based abilities. Failure to take the level of bloodline before reaching the required level means that the character gains no further bloodline abilities (including that level) and suffers a 20% penalty on earned experience until the debt is satisfied.

The fourth and final option for adding variety to character races is the racial paragon class. Racial paragons are, as the name suggests, ideal examples of the strength and abilities of the character’s race. Each of these three-level core classes is available only to members of the appropriate race, and grant special abilities that enhance the character’s natural talents in some manner. A dwarf paragon, at 1st level, gains the ability to add their paragon class level to all Craft checks related to stone or metal and gains a significant improvement to his stonecunning ability. By comparison, an elf paragon gains exceptional visual acuity and an additional +2 on her save versus Enchantments.

There are 11 paragon classes, one for each of the seven races in the Player’s Handbook, and also drow, half-dragon, orc, and tielfing. Levels of racial paragon do not count against a character’s multi-classing limits and may be freely mixed with other classes or even taken at 1st level. Just in case anyone is wondering, the seven core races do include humans, who also have a racial paragon class.

The next chapter, Classes, does for character classes what the first chapter did for races. It begins with a selection of variant versions of the character classes in the Player’s Handbook. These changes give some thoughts on how a class could undergo minor alteration to give it a different appearance. For example, take a cleric, reduce the hit dice to a d6, use the poor base attack bonus progression, and add a few class skills and up the skill point allotment to 6 + Int modifier per level. Leave him with Light Armor Proficiency, but add in the bardic ability Lore at 1st level. Grant Knowledge as a bonus domain and add a few divination spells from the wizard/sorcerer list to his spell selection and you have a cloistered cleric. Similar adjustments are made to provide the totem barbarian, the bardic sage, the savage bard, the drudic avenger, the thug, monkish fighting styles, variant paladins for other alignments, the planar and urban rangers, the wilderness rogue, the battle sorcerer, and the domain wizard.

Specialist wizard variants open new opportunities for wizard characters, offering to grant new abilities based on their specialty in exchange for standard abilities. An abjurer might choose to give up her bonus feats during advancement in order to be able to generate a protective field that shields against physical and magical attacks (on a limited basis). Similarly, a necromancer might find it beneficial to give up his familiar in exchange for a skeletal minion that becomes more powerful as the master advances. Each specialist is given three different options; one in exchange for taking a familiar, the second exchanging for bonus feats, and the third replaces the specialist’s additional spells per day. Also included are some thoughts on how these changes might affect a campaign.

It’s worth noting, at this point, that scattered throughout the text are sidebars labeled Behind the Curtain and House Rules. Behind the Curtain functions in exactly the same way as it does in the DUNGEON MASTER’S Guide, providing insight into consequences or changes that the use of a particular option might bring. House Rules, on the other hand, describes optional rules that the designers use in their own campaigns, such as Andy Collins’ Spontaneous Domain Casting, which replaces and functions exactly as the cleric’s ability to spontaneously cast cure spells. Andy offers some insight on how this will affect game balance, but it’s nice to see that someone else has the same ideas that I do. I’ve been using a rule that is almost identical to this for about a year, now.

The “spontaneous divine caster” option permits you to build a character that channels divine energy like a sorcerer, giving them the ability to use any spell they can cast, but lessening their selection of spells. This isn’t a new idea, and there have been classes that do exactly this presented previously (the two that come immediately to mind are the avatar (from Green Ronin’s Avatar’s Handbook and the favored soul (from WotC’s own Miniature’s Handbook). There’s really not much more to be said about this option.

Now, if changing the mechanics of the classes seems a bit too ambitious for you, there are some other changes that aren’t quite so dramatic that you can work. Try changing class features, instead. Try replacing the ranger’s favored enemy ability with favored environment. Instead of gaining the favored enemy bonus against a specific type of creature, the ranger gains a +2 bonus on Hide, Knowledge (nature) [or Knowledge (underground)], Listen, Move Silently, Spot, and Survival checks whenever she is operating within her favored environment. There are four other examples given in Unearthed Arcana, but it’s easy enough to come up with your own.

A new option presented here represents a change that I (and other people I know) have already made to my campaign; the idea of making certain base character classes into prestige classes. Personally, although I understand the reasoning, I don’t agree with the paladin as a base class. I think that paladinhood should be something that you earn by working your way up to it. Similarly, the base class of ranger has been replaced by the woodsman (from Wheel of Time in my campaign and the ranger made a prestige class that specializes in guerilla warfare. Unearthed Arcana offers the official take on both of those options, as well as the prestigious bard.

Gestalt characters change the very way the game is played, essentially allowing each character to take two classes at every level, combining the best aspects of each. This permits a great degree of flexibility, as a character can be easily developed in almost any direction desired, but it also makes characters much more powerful. This necessitates a brief section for the GM on maintaining game balance with gestalt characters.

The final option in the chapter on classes is generic classes. Again, this is more the basis for a campaign itself than something that can be added into a current campaign. Under this system, there are only three classes; expert, warrior, and spellcaster. In short, experts are masters of skills, but also have a decent selection of feats, warriors are masters of combat, and spellcasters are masters of magic. Specialized class abilities, such as favored enemy and familiars are handled through the feat system. Players decide at the time of character creation how to arrange their saving throws and choose their own class skills, making characters extremely customized. Spellcasters may choose to be arcane or divine, and gain and cast spells in a fashion similar to the sorcerer. The decision of type really only affects the kinds of scrolls that may be used and which ability score controls the character’s spellcasting. Spellcasters may learn any spell from the cleric, druid, or sorcerer/wizard lists.

Chapter 3 looks at some different ways of developing your character. I felt that this was simultaneously the strongest and weakest chapter of the book. The “maximum ranks, limited choices” option of skill acquisition assumes that a character, instead of having a number of points to spend on skills, will automatically purchase the maximum number of ranks allowed in any skill he or she takes. A skill is either known or unknown under this system. If a character knows a skill, they are assumed to have the maximum number of ranks available to them in that skill. If this system seems familiar, it should! The sample beginning classes in the Player’s Handbook are built using this option. While this does greatly simplify the process of character generation, it also increases the complexity of multi-classing somewhat.

“Level-based skills” simplifies the skill system even further. Using this variant, every character has access to every skill in the game. If using a class skill, they add their character level plus any modifiers to the roll. If using a cross-class skill, they add only modifiers. Feats such as Alertness become the medium by which characters are defined, instead of by their skills. You can’t get much simpler than that. DMs should be aware that if using either of these options, your characters will be speaking a lot of languages, due to the nature of the system.

On the other hand, if you feel that skill checks are too simple, Unearthed Arcana goes in the other direction as well. Under the base skill system, the difficulty of a skill is assessed by its Difficulty Class (DC). The “complex skill checks” system extends this idea by requiring multiple checks for certain complicated and time-consuming tasks. This can be a useful tactic is the desire is to build suspense or tension. The DC of the original check still applies, but additionally, the DM sets a number of successful rolls required to complete the task, and a maximum number of failures. If the maximum number of failed rolls is met before the number of successful rolls, the task fails. The book carefully examines each skill and informs the DM whether the use of the skill lends itself well to the “complex skill checks” system and offers advice on how many successes/failures should be required.

Character traits, and the similar system of flaws, offer a means by which to build depth in a character’s personality. Traits are aspects of a character’s personality, background, or physique that make her better at some things and worse at others. Traits are balanced within themselves. For example, a character whose takes the Easygoing trait is naturally friendly. He gains a +1 bonus on Gather Information checks, but suffers a -1 penalty to Intimidate and Sense Motive checks. 35 traits are described in Unearthed Arcana, but there are others that could be come up with and advice on designing new ones is offered in the form of a sidebar.

Flaws, on the other hand, are like the flip side of feats. Where a feat allows a character to be better then normal at a task, a flaw hinders them in some way. Normally, flaws are taken only at the time of character creation, and each character may have up to two flaws. Each flaw taken grants a bonus feat.

Spelltouched feats are an interesting new idea that requires exposure to certain magical effects as a prerequisite. The idea is that a character exposed to a certain magical effect may find that some of the magic “rubs off on them.” For example, a character who has survived an application of the death knell spell might find themselves gaining temporary hit points from nearby individuals who are dying. While these feats are balanced against the standard feats in the Player’s Handbook, they do make magic a bit more prominent in the campaign.

I’ve noticed that some people complain that it is ridiculous that fighters automatically gain proficiency in all weaponry. To be fair, I’ve also heard complaints from the other side of the fence, with people saying that forcing other classes to spend a feat for every martial weapon they want to learn to use is unfair, as well. Unearthed Arcana offers good news for both camps, in the form of weapon group proficiencies. This is pretty much exactly what it sounds like, separating martial (and exotic) weapons into logical groups, and permitting characters to purchase proficiency in an entire group for the cost of a single feat. Newly-created heroes have access to one or more groups (as many as five for the fighter), based on character class.

In campaigns in which the focus is on action, with less “downtime” between adventures, the process of manufacturing magical items often gets put aside, as taking the time to do so would mean sitting out of an adventure or three. While this perception is realistic, it is also boring. The optional system of craft points takes care of some of that problem, by assuming that the character has been working on the item for some time, but has only recently gotten around to finishing it off. From the standpoint of the players, it appears as though the item had been crafted overnight. This system is designed to work with the standard rules for crafting items, and works equally well with non-magical items (anything that requires a Craft check). This system also introduces four new feats; Craft Alchemical Item, Craft Masterwork Armor, Craft Masterwork Ranged Weapon, and Craft Masterwork Weapon.

When building higher-level characters, I like to start the character at 1st level and track their progression all the way through to the level I intend them to be. I find that this promotes a sense of realism and it helps me to see how the character has developed. The character background option presented in Unearthed Arcana simply automates that process somewhat by using die rolls to help focus your decisions about what classes, skills, and feats a character might have acquired in his or her climb to the top. While less imaginative players could make use of this system to help build a higher-level character, I find it tailor-made for NPCs! With a few die rolls, I can flesh out an NPC’s background while picking up a varied selection of skills, feats, and classes (and even gear, contacts, and reputation) that suit the background being developed!

Moving on to the chapter on Adventuring, here are changes to the very heart of the game, the way that things work on a base level. The class defense bonus takes a page from d20 Modern and grants characters a defense bonus to Armor Class based on class and level (it does not stack with armor bonus, however). Obviously, this system is designed for use in a campaign where armor is uncommon or is being avoided for some reason. On the reverse of the same coin is the armor as damage reduction option. This draws from the Star Wars d20 game and rules that, in addition to providing defensive properties, armor also serves to absorb damage. Used separately, either system is well-balanced and playable, but if combined in the course of a single campaign, characters may be faced with some difficult decisions; whether to spend the money on armor that not only defends, but also absorbs damage or to be footloose and fancy free, but somewhat richer. A third variant introduced here proposes that armor not only serves to protect, but instead of reducing damage, converts a certain extent of damage to non-lethal damage.

Unearthed Arcana several variant means of handling injury and death in D&D. The first is the injury system, borrowed (with permission) from Green Ronin’s Mutants and Masterminds. Under this system, hit points are not tracked. Instead, characters make a Fortitude save to determine the extend of damage inflicted by an attack (the DC of the save is determined by the damage value of the attack). Initially, the most likely result is a hit, which simply has the effect of reducing further Fortitude saves against injury by -1 per hit accrued. It is also possible for an attack to disable a character. If a disabled character is hit, he becomes dying. Dying characters must make a Fortitude save each turn or die. If attacked with nonlethal force, the effects are similar, but less deadly.

Vitality and wound points, on the other hand, borrow a page from the d20 Star Wars game from Wizards of the Coast. In this system, characters posses a number of vitality points determined by their class and level (in the same manner as hit points in the standard D&D rules). Vitality points represent minor injuries, while wound points are representative of more serious effects. A character has a number of wound points equal to their Constitution score. With this method, critical hits are taken directly to wound points instead of doing additional damage. There is no penalty for losing vitality points save that when a character runs out of vitality points, any further damage is taken from wound points. Running out of wound points, on the other hand, can result in incapacitation and death.

Where the previous two options have changed the way that hit points and injury work, the following options are presented more as addenda to the existing system. The changes they make are more subtle, but just as far-reaching. Under the reserve point system, each hero has a store of reserve points equal to their hit point total. When the hero is wounded, reserve points are exchanged to recover hit points on a one-for-one basis. The reserve points are then recovered later through natural healing.

There are also means presented of varying the massive death threshold (basing it on Constitution, Hit Dice, or creature’s size category), alternate results for failing the Fortitude save, and a method of scaling the massive damage save based on the amount of damage suffered. Even the -10 hit point rule is not sacred, with a variation that makes 0 hit points the limit. Characters reduced to 0 hit points make a Fortitude save to avoid unconsciousness or death.

Action points are a familiar mechanic to anyone familiar with d20 Modern, though they have undergone some adaptation here to make them more suitable to the genre. Far from being restricted to altering rolls and using a class talent, action points may be used to activate a class ability, boost defense, emulate a feat that the character does not possess, take an extra attack, boost a spell, recall a spell that the character has cast, or stabilize oneself. They can even be used to improved feats that the character has.

If combat isn’t realistic enough for you, you might find the facing rules of interest. The standard D&D rules assume that character shift and move about during combat, constantly changing facing. These rules dispense with that idea, making combat a much more complex affair, but at the same time offering a variety of new strategic options. Rules are presented making use of both square and hexed grids and include a new way of handling the protection afforded by shields.

If you find that static modifier for attack rolls, checks, and other d20 rolls have resulted in a game that is too predictable, you might consider the variable modifiers rules. In effect, any modifier higher than +1 or lower than -1 is replaced with one or more dice to be rolled alongside the d20 to modify it. Thus, instead of a 4th-level fighter getting a static bonus of +4, he rolls 1d20+1d8. The variable could be anything between 1 and 8, making the final result much less predictable. Unearthed Arcana even offers a method for taking the d20 out of the d20 System, replacing it with a bell curve and 3d6! For large combats, the DM might even choose to let the players make all the die rolls, making defense checks to avoid attacks instead of having the DM roll an attack, and making magic checks to determine the effectiveness of their spells on opponents.

Magic hasn’t gotten away untouched, either. Magic ratings replace the caster level for determining variable factors of spells, making multi-class casters slightly more powerful. There are rules for building themed lists for monster summoning, as well as a method by which casters can customize their summoning list. The metamagic components option, which I particularly favor, permits casters to apply certain metamagic effects to spells by using specialized and often very expensive components in the casting. For example, if a few chunks of cooled lava from an erupting volcano are used in the casting of a fire storm, the spell is considered to have the effect of the Maximize Spell metamagic feat, even though it has not been specially prepared as such. If that isn’t radical enough for you, consider introducing spontaneous metamagic feats into your campaign, whereby a caster may either have a set number of spontaneous metamagic uses per day, or may choose to sacrifice spell slots (or prepared spells) to power a metamagic spell.

I’ve heard many complaints about the “fire and forget” system of magic (though I don’t mind it myself). Apparently, so have the designers, because Unearthed Arcana provides two new ways of handling magic. The first, spell points, assumes that casters receive a certain number of spell points per day. Wizards, clerics, and druids still prepare their spells each day, but instead of being limited to only those spells chosen, they prepare a list of spells for each level they can cast (based on the number of spells slots they would normally receive) from among those they know. They may then access any of these spells throughout the day, by paying the appropriate number of spell points. Each spell costs a number of points to cast, based on its level.

The other option is recharge magic. In this variant, characters don’t have a hard limit on spells per day. Instead, each spell requires time to gather the necessary energies to cast once more. In general, the more powerful a spell, the longer the time it takes to recharge. As with the spell point system, wizards, clerics, and druids prepare their lists of available spells each day, while spontaneous casters are limited to their base list.

In addition, Andy Collins offer us two house rules from his campaign; one a system of recharging magical items and the other a variant by which all casters become spontaneous casters. The latter is simply a variant of the spell point system in which the caster prepares a list of spells available for casting that day, but then may cast any from that list, expending the appropriate slot as she does so. Thus, a wizard might have four 1st-level spells available and may cast any of those four spells up to four times in total. The recharging magic items rule permits characters capable of crafting a magic item to recharge one for a fraction of the cost of creating a new one.

Legendary weapons, taken from Artifacts of the Ages: Swords & Staves from The Game Mechanics (and published in softcover through Green Ronin Publishing), present a system by which weapons grow in power relative to their possessor, making it less likely that a character will switch out weapons constantly throughout her career. This system also introduces the four scion prestige classes that allow characters to unlock the full potential of their weapons. A new variant on the legendary weapons variation is the item familiar rule. In this variant, a character may spend a feat to form a supernatural bond with a favored magical item, granting it special abilities as the character goes up in level by investing life energy (XP) into the item.

Finally, incantations make magic available to everyone, not just those trained in its use. An incantation is a ritual that can be used by any character, not just one trained in magic, who knows the proper gestures and phrases. On the plus side, incantations don’t use spell slots, they don’t have to be prepared ahead of time, and they can be used an unlimited number of times per day. On the other hand, they are time consuming, often expensive, some can only be cast under certain conditions, and they can be very dangerous. In most cases, if a spell goes wrong, there is no effect, it simply fails. Not so with many incantations. The price for failure may range from misinformation to immediate and irrevocable death.

Last, but certainly not least, Unearthed Arcana offer a handful of variants that work to add variety on a campaign-wide level, affecting all characters equally. These elements represent both shifts in how the game works and in the way that certain game elements are handled. Beyond that, they also suggest new options for feats, spells, and other game mechanics.

Contacts introduce the idea that the characters do not live in a static environment. The concept is simple enough. Each character has a number of unnamed contacts on his sheet. When a situation arises where a contact would be helpful, the player expends a contact and the PC has access to a friendly NPC. Contacts come in three sorts; information (useful by virtue of what they know), influence (useful by virtue of who they know), and skill (useful for what they do). As a character rises in level, they gain additional contact slots to define as necessary.

Reputation is another too-oft ignored aspect of role-playing. With this variant, each character has a reputation score defined by their deeds or level. This is where the DM must make a decision. Characters can either gain reputation automatically as they increase in level, or they can be forced to earn reputation through their actions. Personally, I intend to use a combination of both systems.

Honor is not a new concept to D&D. It was first introduced back in 1E in Oriental Adventures. The system presented here has definite ties to those glory days, but it’s been reworked and made more adaptable to non-oriental campaigns. It can be used to supplement alignment, or replace it altogether. Honor is provided two methods that make it easy to use; mechanical (providing a strict set of rules for gaining and losing honor), or free-form (putting the decisions in the hand of the DM). There are also notes on handling family honor and some sample codes of honor.

Some places and items are so evil as to actually mark or taint a character in a very real fashion. Like honor, taint can be used to supplement or replace alignment. The concept is simple. The longer a character is exposed to a tainted object or place, the more likely they are to become corrupted. While taint is generally considered an undesirable thing, certain individuals have learned to embrace it, using it to enhance their abilities. Two such beings are presented here; the tainted sorcerer and the tainted warrior.

Sanity was first introduced in Call of Cthulhu d20 as a method of simulating the classic systems slow decline into madness when confronted with Things Man Was Not Meant To Know. In similar fashion, it can be used to give a typical D&D game a feeling of dark horror. The system described here is pretty much identical to the original, with characters beginning with Wisdom x 5 sanity points and being required to make a sanity check on percentile dice when faced with some nameless horror. Failure indicates temporary or even permanent insanity. Taken to its logical extreme, anything could cause a loss of sanity, from meeting an undead creature to casting certain spells.

Test-based prerequisites are another thing I’ve been using for some time in my own campaign, but it’s nice to see the subject broached here. The idea behind this variant is that in-game NPCs really have no way of distinguishing the game mechanics behind prerequisites for prestige classes. Does the master of the assassin’s guild really know that an applicant has 8 ranks in Hide and Move Silently? Probably not. Instead of basing entry into prestige classes on mechanical requirements, test-based prerequisites require the applicant to undergo a test for entry into the class that will draw most heavily upon the necessary skills, feats, or what-have-you. While this may mean that a character who doesn’t quite meet the requirements gets in, it’s more realistic and may allow players to sneak into a prestige class a level or two early, if they want it badly enough.

The final variant rule serves to make the DM’s job a little easier. This is done by doing away with the Experience Award table found in the DUNGEON MASTER’S Guide. Instead, every monster is assigned a flat value, based on its CR, and this is divided equally among all participants. It simply serves to make the math easier at the end of the evening. Consummately, the experience point progression has been changed somewhat to reflect the increased rate of advancement, with more points being required to reach the higher levels. While it does have the intended effect, it also nullifies the built-in balancing system provided by Encounter Levels. This option is not for beginners.

Unearthed Arcana rounds out with a few suggestions on how you can have your cake and eat it too. After all, this book is full of great suggestions, and some of you might want to try them all. Trouble is, you’ve only got one campaign. How can you possibly use everything this book offers? This section, an afterword if you will, gives three ideas for handling such a circumstance. I’ll not go into detail here (buy the book!), except to say that it’s given me a few ideas of my own.

Critical Hit
Unearthed Arcana is all about options, and there are plenty of options here. This is a great book is you’re like me, and enjoy tinkering with the system and the way the game works. If skills play a less-important role in your campaign, then you’ll find the Level-Based Skill System just what you’re looking for. If you want to increase the personalization of characters, then the generic classes option may be just what you need.

Not everything in here will be suitable to all campaigns, but that’s the real beauty of this book. Through these rules, you can make your campaign unlike anyone else’s. The best campaigns aren’t played precisely by the rules; they’re adjusted and tampered with, stretched nearly to the breaking points, and then snapped back. That’s personalization, and it’s what separates the fun campaigns from the merely adequate ones!

Critical Fumble
Okay, the major weakness of UA is price versus usage. There is a lot of material here, no question of that, but it’s a lot of material that is incompatible within itself. That is, to use everything UA offers, you will need those suggestions on how to fit everything in. In addition, how much of it could you do yourself? I own the Star Wars d20 rules, so if I wanted to use the wounds/vitality points system, I don’t need UA to do it. Likewise, I also own Mutants & Masterminds, and it’s easy enough to convert the injury system over myself without someone spoon-feeding it to me. I’d say that fully about one-third of what I will be using from UA is already in use in my campaign, from other sources I’ve collected or come up with myself. Of the remaining two-thirds, about one-third of that doesn’t fit my campaign style or I don’t want to use it. Still, it’s that one-third that I do want to use that I didn’t have already that makes this book worth it for me. Your mileage may vary, of course, but I strongly recommend browsing a copy before making a final decision.

More specifically, the system of craft points seems a little wonky to me. Why are the Craft Masterwork items feats necessary? Under the current system, they aren’t needed, and since a skill check is still required to craft non-magical items, it seems pointless to require both a feat and that the higher DC be met. I can see the usefulness of the Craft Alchemical Item feat because it permits non-spellcasters to craft alchemical equipment (and I may add this to the list of feats in my regular game, but the only reasoning I can see for the others is to reduce two Craft checks (one for the masterwork component and the other for the item) to one. What’s the point?

Artwork is a minor nitpick, mostly because I hate to criticize artwork when I can’t draw a Euclidean line with an s-curve. Here is a lot of good and a few not so good. I’m not going to name names, but if you thumb through, you’ll see a good example of what I’m driving at. One the plus side, it seems to be new stuff, with no recycled imagery. On the other hand, some of the artwork just isn’t up to WotC standards.

Coup de Grace
I’m drawn to say that this is the most useful volume that I’ve seen from WotC in a while. Like I said above, I already use about a third of what is in here, but even so, I’ve found some new ideas that I will be incorporating. One thing is for sure, these 224 pages are absolutely packed with new variants and options, which is very much in the spirit of the original Unearthed Arcana. You’ll have to decide if what you will use is worth the cost of the book. It was for me.

One the OGL front, big kudos to WotC for making darned-near everything in this volume open content. With the exception of the artwork and a few monstrous terms, everything here has been made available for use in other sources (with proper credit given, of course). They didn’t have to do that, and it shows a big step forward in WotC’s policies. In the past, they’ve been rather tight-lipped about their new materials and I’m glad to see them softening up.

In the end, I think this one deserves the B it gets. It has a lot to offer, but not everyone is going to use everything herein, and some people won’t get as much use from it as others. In the end, you’re going to have to peruse a copy and decide if it’s worth it for you. I hope this review helps you in that respect and I’d love to hear your thoughts. One last good point; it does have an extensive table of contents and a solid index, so at least finding the reference you need isn’t too hard.

To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to The Critic's Corner at www.d20zines.com.
 

What this book is and what is not

Unearthed Arcana is a book of variant rules, alternative class options, character enhancements and customizations, and supplementary material that a Dungeon Master can use in his campaigns. It essentially features a collection of possibilities from which a DM can adopt only the ones he wishes and ignores the others, evaluating them on a one-by-one basis, but also should carefully consider how the variants interact with each other. Some of the variants are so dramatic that they can provide a significantly different gaming experience within the same D&D game, and given the sheer amount of material and the endless combinations, the book is usable over several lifetimes.
Players can find many interesting character options to try something new, but would not benefit from about half of this book.

Rules compliancy

The book is officially compliant with the 3.5 ruleset. Beside characters material, which seems in general very well balanced with the Player's Handbook, most of the variant rules are effectively something different from 3rd edition altogether, and as such it is probably not more difficult to use the book in 3.0. Every variant is supposed to work fine alone, but some may be incompatible with each others. Character options have no problems (and can be used both as replacement to core options or as coexistent), but rules variants should be handled with more care.

Scattered throughout the book are also house rules used by the authors themselves. These house rules are to be taken as lighthearted examples, and are often based on a gaming group's perception that something didn't work well for them (such as feeling that a PC option was underpowered), which may not be the case for the majority of the D&D community. It is symptomatic that these are always presented in sidebars instead of real chapters, and they each bear the name of its responsible, to clarify that they have no presumption of officiality.

There are very few playtesters credited (14 at all); given the fact that some of the variants are definitely far from the core rules, as such they should have deserved more extensive testing.

Setting adaptivity

Unearthed Arcana is a very general book not tied to any specific setting. Incorporating a variant may change the feel of your setting, but everything here is very adaptable by its nature.

Editing notes

The book is a 224-pages hardbound in standard WotC format. The language used is generally clear, although there are some explanations here and there which tend to complicate an otherwise very simple rule (such as in the case of Reducing Level Adjustment). Surprisingly for a book about rules, there is actually a lot of text dedicated to roleplay and flavor, especially in the sections about characters.
Examples are provided throughout the text, but kind of limited by the space available; otherwise, there is a just abundance of necessary tables everywhere. The chapters are overall well structured, with only a couple of occasions where two subjects could have been merged into the same paragraph, or when a topic seems misplaced (e.g. alternate Turn Undead and complex skills could have been in chapter 4).
Finally, the artwork of the book is only average for the WotC standards. For a book of rules I would have actually preferred to limit the pictures to a few, freeing up space for more examples or just to lessen the paper used.

Content walkthrough

Chapter 1: Races 42 pages

The chapter presents concepts not entirely new. For example, there are already many elemental variants in several books. However having one more implementation for the same idea can provide more variety on the same thing in the setting.

Environmental / Elemental Racial Variants - The paragraphs feature something similar to a minor template for four environments (Aquatic, Arctic, Desert, Jungle) and the four base elements, plus extra changes to add to specific races.
Reducing Level Adjustments - This features a rule to reduce a LA in time. The rule is based on the idea that at higher levels the racial benefits become a lesser advantage and the LA is not worth as much anymore. Although the rule is presented as "spend XP to lower your LA", the reduction is completely free, the only "cost" is that the higher the LA is, the higher level you have to wait before you can reduce it.
Bloodlines - A bloodline is a heritage from an ancestor of a monstrous, outsider or elemental race, which manifests as ability boosts, skill bonuses and special abilities in the span of 20 levels. To compensate for these benefits, a character must expend XP in a sort of "blank" character levels (a cost softer than LA). Presented bloodlines are Celestial, Demon, Devil, Doppelganger, Dragon, Elemental, Fey, Genie, Giant, Githyanki, Githzerai, Hag, Lycanthrope, Minotaur, Ogre, Slaad, Titan, Troll, Vampire and Yuan-Ti, some of which come in two or three possible "strength".
Racial Paragon Classes - The idea is 3-level racial classes, something reminding of old D&D days, to represent characters which are more than iconic specimen of their race ("to be more dwarf than any other dwarf"). In brief, those 3 levels grant improvement to some of your racial features and a boost to a typical ability of your race, plus something related to your race's favored class (such as 2 levels of advancement in the favored spellcasting class, or full BAB if the favored class is combat-oriented). The system is not advantageous for spellcasters (a paragon is always at least 1 spellcasting level behind a non-paragon). Paragon classes provided are for all PHB races plus Drow, Half-Dragon, Orc and Tiefling (strangely, not for Aasimar).

Chapter 2: Classes 32 pages

Possibly the best chapter in the book, it contains great ideas for PC and NPC, usable as replacement or alongside the core ones. Most of the variants are extremely easy to apply, and can be combined together. A DM who is not entirely satisfied, can also modify the variant itself, using the ones here as a guideline for balance.

Variant Character Classes - Each PHB class has at least one variant provided here, and each variant seems to be very well balanced (except the Domain Wizard). It is worth mentioning all the variants one by one.
Totem Barbarian: tinkering with class features such as fast movement, uncanny dodge and trap sense (echanged for feats, various bonuses, improved or new features), the core Barbarian is split into 10 slight variations.
Bardic Sage / Divine Bard / Savage Bard: respectively oriented towards knowledge, religion and barbaric societies, they features changes to skills and spells, and often reduced musical abilities
Cloistered Cleric: a less combat-oriented cleric, this variant is significantly different to the core class; the cleric gives up hit points, BAB and some armor proficiencies but gains 6 skill points/level, bardic knowledge, free Knowledge domain and extra spells and skills on the class lists
Druidic Avenger: an aggressive Druid who has Rage and Fast Movement but is much less animal-oriented
Thug: a skillful streetfighter (more skills and less feats and proficiencies than a core Fighter)
Fighting-styles monk variant: same idea as the Barbarian variant, the Monk class is tinkered about its bonus feats
Paladin of Freedom/Tyranny/Slaugther: a CG, LE and CE version of the Paladin; each of the paladin has its own class skills, spell list, aura effect and RP guidelines, and all the alignment-based features are eventually switched
Planar Ranger / Urban Ranger: minor changes to class features oriented to outer planes or civilized environment
Wilderness Rogue: basically the other way around of the Urban Ranger
Battle Sorcerer: loses one spell/day and one spell known per level, in exchange for d8, intermediate BAB, proficiency in light armor (and ability to cast in it with no ASF) and a light or one-handed martial weapon, which meansmore combat resiliency for reduced versatility
Domain Wizard: unsurprisingly, it is an non-specialized Wizard with a domain whose spells are automatically known for free, are cast at +1 caster level, and can be cast both from domain slots (one per level) or normal slots. This is the only variant in the whole chapter I have issues with: since there is no downside (e.g. no prohibited schools), allowing the Domain Wizard in a campaign leaves no reason for the core non-specialized Wizard to exist, which does not happen with any other class variant in this book. Domains presented are Abjuration, Antimagic, Battle, Cold, Conjuration, Divination, Enchantment, Evocation, Fire, Illusion, Necromancy, Storm and Transmutation.
Finally, a short list is provided about class features that can be exchanged between different classes (such as Familiar for Animal Companion, or Fighter bonus feats for Sneak Attack). It is not a general rule and not necessarilty two-ways, but it provides interesting guidelines for custom variants, and most of these can be applied to either core classes or variant classes from this same book.

Specialist Wizard Variants - Every specialization school offers 3 independent special features, one exchanged for the familiar, another for the wizard's bonus feats, and the last for the bonus spell slots. Some ideas are very good and always fitting the style of the school. As an example, a Conjurer may gain the ability to cast summon monster spells as a standard action (in exchange for the familiar), to summon more powerful and harder to dispel monsters (in exchange for bonus feats), to spontaneously cast summon monster spells (in exchange for bonus spell slots), or any combination of the 3.
Spontaneous Divine Casters - This is a very important section which will surely please players and DMs who don't like the "vancian" spell system based on preparation. Clerics and Druids who cast spontaneously have to choose a limited number of known spells from their class list, just as many as in the Sorcerer spell known table plus the domain spells for the Cleric or the summon nature's ally spells for the Druid
Class Feature Variants - A few specific class abilities such as wild shape or favored enemy get a variant which can substitute the core one entirely or otherwise be used only on some of the characters.
Prestigious Character Classes - Many gamers think that Bards, Paladins or Rangers should always be somehow prestigious (they cannot concieve 1st-level Paladins), and this paragraph provides the best and easiest solution by "compressing" all the class abilities into a 15-levels prestige class and introducing some requirements. The section mentions that if these variants are used then the core classes should be unavailable, however I believe this is not true; all the 3 classes offer advancement in a previous spellcasting class, which means e.g. that a Bard could cast spells as a lesser Wizard or Sorcerer, and the final result is very different compared to the core PHB class.
Gestalt Characters - This paragraph provides a variant for the classes as a whole, which means that it has to be used for either all characters or none. The variant allows a character to take each level in two classes at once, getting the best of both HD, BAB, ST, skill points and gaining all the special class features of each including spellcasting. It is obviously an option for very powered-up campaigns, and guidelines are provided to the DM to make some adjustments.
Generic Classes - Another variant for the classes as a whole (although it may work even to allow the core classes at the same time), this paragraph introduces the Warrior, the Expert and the (spontaneous) Spellcaster classes, which build a class system more oriented towards ability-based advancement (most of the PHB class special abilities can be made into feats).

Chapter 3: Building Characters 30 pages

From this chapter and onward, the book starts addressing substantial changes in the d20 system, and as such is more geared toward the DM.

Alternative Skill Systems / Complex Skills Check - If ever there is something I would never change about D&D rules is how skills works. But if you feel that skills deserve a modified approach, here are options for simplifying skill choices for PCs and/or complicating the usage of skills with multiple rolls.
Character Traits / Character Flaws - Traits are 35 minor additions which consists of a benefit and a drawback, and as such can provide interesting RP ideas, but could be also exploited by min-maxers. Flaws (13) are only drawbacks and definitely not minor, and therefore will appeal only experienced roleplayers.
Spelltouched Feats - These are a very good idea, essentially 17 feats that require you to have been exposed to a spell (often not harmlessly) which somehow has left you with a beneficial ability.
Weapon Group Feats - A simple system to categorize weapons in subgroups, make proficiencies a little more complex but more customizable, and allow weapon feats to benefit entire groups instead of single weapons.
Craft Points - A redundant system which simply allows to bypass the rule of crafting time and to speed up item crafting with multiple crafters.
Character Background - Used entirely, this is a cumbersome system for the DM to create NPC much more various than using the DMG tables. Used lightly, it can provide the same benefit in much less time.

Chapter 4: Adventuring 26 pages

Each of these rules can change your game dramatically. Think twice before making your decision, and possibly try each alone first!
Too long would be to list every variant. There are variants to how armor works (such as converting part of the damage into nonlethal, or giving DR), to how damage works (using saving throws instead of HP, or more complex rules to determine wounds and death), rules for facing or using a hex grid, and more.
Beside alternative rolling methods which I found quite unattractive, all the variants address topics that have been of favourite debates by the gaming community. I cannot say if the solutions provided work well because I haven't playtested directly, however each of them requires some time before the players get accustomed. It is important to notice that many variants here are supposed to be useful in campaigns with low-magic or low-healing availability.

Chapter 5: Magic 44 pages

This was the chapter that concerned me most about balance issues. Since only spellcasters are going to be affected by most of the variants, they can scramble the balance between them and non-caster classes.
Included are rules to give lesser penalties to multiclassed spellcasters, to personalise summon monsters lists, to make metamagic easier and more popular (often bypassing spell preparation), to improve a PC's signature item/weapon, and free-form rules for incantations (rituals that can be cast by everyone).
The probably 2 biggest variants are Spell Points instead of daily slots (like a Psion) and Recharge Magic which partly resembles a mana-like system but still relies on preparation.

Chapter 6: Campaign 37 pages

This miscellaneous chapter provides rules to cover topics that normally are handled by roleplay or storytelling, namely contacts, reputation, honour, taint and insanity.
Although many gamers frown at the idea of representing these with game mechanics, some others actually enjoy having rules to keep them on track, and the ones provided in this chapter are actually very well detailed in depth.
The final features of this chapter are hints about using in-game requirements for feats or prestige classes (such as winning a duel or a challenge) and a simplified XP system.

The book closes with a 3-page essay about how to make sense to a campaign whose rules continually change. For some reason, the authors seems worried that this is a problem which must be solved with in-game machinations. However at the end the suggestions can be summarized in either (1) play Planescape or a similar potentially infinite setting, or (2) just play different campaigns.

Conclusions

This book is possibly the first rulebook published by WotC in a long time, and as such it succeeds in addressing many topics of favourite debate and in providing a wide range of options. I find it kind of funny that many people don't want this book because they will never use it in its entirety; effectively, I haven't even used the Player's Handbook yet in its entirety.
The material presented here is complex enough and has too many implications to be considered a mere collection of house rules. Using only a few of these can change D&D into a very different thing. If buying a character-oriented book with feats, prestige classes, spells and magic items can be compared to buying new colours to paint your car, buying Unearthed Arcana can be compared to buying the tools to turn your car into a boat, an airplane or a tricycle (if you are not careful). Another book can give you 30 prestige classes, but a simple core class variant can suddenly double all the prestige classes from every source. As such, this book is a very long-term investment which multiplies the gaming possibilities to unknown numbers.

5

Li Shenron
 

Into the Woods

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