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What do you love about AE? What do you hate? What should I watch out for?
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<blockquote data-quote="Henry" data-source="post: 2551149" data-attributes="member: 158"><p>I'm running an AU/AE game right now, and the PCs are still at 1st level. The parts I like are the assumptive twists that characters are given; the akashic is not a rogue by default, but could easily be one. You can make a good archer, but you have several paths to do it.</p><p></p><p>The racial levels are a neat concept for players who are dissatisfied with ability scores, and I encourage all players to research them.</p><p></p><p>The magic system is the closest you can come to a magic-point system, while still using the D&D "slots."</p><p></p><p>The addition of the ritual warrior and combat rites are really fun for a player who wants both the staying power of a front-line fighter, but likes the "little bursts of power" of a mage or who likes a bit of resource management with their fighters.</p><p></p><p>Truenames and ceremonies! Great stuff to emphasize! Alignments and religions taking on a whole different slant! </p><p></p><p></p><p>The biggest downside to me, though, is the tough time beginning magisters will have of it. No magic missiles, no obvious creature control or crowd control spells of first or 0th level, this means that they'll even have a harder time than 1st level wizards! (Especially since Magister 1's are only proficient with staves.)</p><p></p><p>But we're enjoying it so far, and it's great for groups who still want D&D, but want something a bit different from it.</p></blockquote><p></p>
[QUOTE="Henry, post: 2551149, member: 158"] I'm running an AU/AE game right now, and the PCs are still at 1st level. The parts I like are the assumptive twists that characters are given; the akashic is not a rogue by default, but could easily be one. You can make a good archer, but you have several paths to do it. The racial levels are a neat concept for players who are dissatisfied with ability scores, and I encourage all players to research them. The magic system is the closest you can come to a magic-point system, while still using the D&D "slots." The addition of the ritual warrior and combat rites are really fun for a player who wants both the staying power of a front-line fighter, but likes the "little bursts of power" of a mage or who likes a bit of resource management with their fighters. Truenames and ceremonies! Great stuff to emphasize! Alignments and religions taking on a whole different slant! The biggest downside to me, though, is the tough time beginning magisters will have of it. No magic missiles, no obvious creature control or crowd control spells of first or 0th level, this means that they'll even have a harder time than 1st level wizards! (Especially since Magister 1's are only proficient with staves.) But we're enjoying it so far, and it's great for groups who still want D&D, but want something a bit different from it. [/QUOTE]
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What do you love about AE? What do you hate? What should I watch out for?
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