What can I steal from AU for my DnD game without too much trouble?

Olive

Explorer
I like DnD. I like the vancian magic system, I like the core classes and races. THat being said, I don't mind adalterating it.

recently I've been talking about a new game with some people and the DM wants to bring in a bunch of AU stuff. I'd never really given AU much of a look as I found the new races and the names oft he new classes really annoying. But everything he's told me about it is interesting. So I thought I'd ask on here. What's easily transportable. How much does the magic system rely on the new classes? What should I be wary about bring ing in?

Thanks!
 

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You can import most of the non-spellcasting classes (Akashic, Champion, Totem Warrior, Unfettered) with little trouble. I would be inclined to pick just one of Oathsworn and Monk to use, and just one of Warmain and Fighter to use, since those pairs fill very similar roles.

Spellcasting is a bit more work. AU casters are a bit like clerics (in that they have access to a large number of spells and can pick different spells every day) and a bit like sorcerors (in that they're all spontaneous casters). There are also some quirks of the magic system - save or die effects are less common, it's a lot harder to raise people from the dead, all casters have access to healing spells, there's no alignments and hence no alignment-based spells, etc. - that may not mesh well with a standard D&D world. The easy way to handle it would be to restrict AU magic to AU classes and D&D magic to D&D classes, then decide if any of the roles overlap too much. The hard way would be to convert the D&D classes and spells to use the AU magic system (either entirely or in a homebrew hybrid of some kind), though that seems like a lot of work to me ;) .

I'm pretty sure some folks have done a lot of the work, though - you might want to poke around on http://www.diamondthrone.com for ideas.
 

The non-magic classes could be added in with little or no problems. I also think that the magic classes could be added in quite safely, but only if they are kept seperate from D&D magic. In other words, let players play AU spellcasters, but make them take only AU feats and spells, and don't let D&D casters choose AU feats or spells.

It should be possible to use the AU basic spell system with D&D magic - making all classes spontaneous casters able to swap their 'readied' spells - but it should be done with care. It makes formerly-vancian spellcasters much more flexible. On the other hand, it also makes them more interesting, because they can feel free to ready spells that are cool but relatively useless, or only useful in limited circumstances, without being concerned about being 'stuck' with useless spells.
 

Olive said:
AU ....What's easily transportable. How much does the magic system rely on the new classes? What should I be wary about bringing in?

Thanks!

One issue not mentioned so far is that the AU caster has a more limited selection of spells. They are supposed to pay exotic spell proficiencies for things like Magic Missile and Eldritch Armor (Mage Armor equivalent). So you'd want to think about whether they should have some of those spells lowered to complex spells from exotic.
 

I run a fairly standard D&D campaign. If someone wants to use AU, that's all they use. No Warmains running around with feats from a thousand different books.

It's not a bad trade off though as they get that bonus feat at first level and different ceromonial feats and talents that they can choose from.

I agree with others about the magic issue as there are numerous ways for the AU system to come under tremendous abuse from tradional classes. Let sleeping magisters lie and all that.
 

You can use the races with too much trouble either, although having a race that can fly (even if they are Tiny) is probably going to present more problems than one that can become Large.
 

Races, nonmagical classes, most feats, new equipment.

Magical classes are more flexible and have more neat powers but a slightly less powerful spell list.

Could be done as a different type of magic separate from arcane, divine, and psionic. Would need some world/story explanation though. AU spellcasting classes are designed to have a smoother magical power progression than the standard D&D exponential one.

AU gives all characters a starting bonus ceremonial feat over normal D&D so consider if you want to keep that. Also some minor rules difference (some skill changes such as collapsing hide and move silent into a sneak skill, tumbling modification, etc.)
 

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