What Unearthed Arcana variants have you used? What did you think of them?

Castellan said:
Yes. You do not gain the benefit of extra hit dice, feats, skills, or ability increases (as someone mentioned above). The "level" is more of a "non-level" designed to bring you into parity with other players -- i.e. acquired ECL.
Wrong. You do not gain class level features (hit dice, BAB, saves and skill points), but you do gain character level features (feats and ability increases).

- Eric
 

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Ciaran said:
Wrong. You do not gain class level features (hit dice, BAB, saves and skill points), but you do gain character level features (feats and ability increases).
Except that feat and ability score gain is based on total hit dice, so it is fair to say that these are not gained. UA is woefully vague on that, though, so we cannot say which interpretation is intended.

And completely off topic: When did you return, Ciaran? :)
 

AFGNCAAP said:
  • Action Points (but through Eberron 1st)
  • Generic Classes
  • Traits & Flaws
  • Racial Paragon Classes
  • Reputation
  • Contacts

So far, I like all of these. I intend to use variant Paladin classes (CG/LE/CE paladins) in my standard D&D homebrew.

Action points are great, esp. for more derring-do/heroic games. Traits & flaws are OK, though the best way for them to work is for the DM to actually make sure they affect the character on occasion. Racial paragons are OK if that fits the "typical" sort of members of those races IYC.

Generic classes are a tried & true favorite of mine. I prefer using them for a fantasy setting that isn't necessarily intended to easily fit into the D&D format/schema. However, I think these should not be used with any other core classes, or other classes like Racial Paragons (though some PrCs are OK).

Hi, just curious as to why you don't think the generic classes should be used with any other core clases? I know the book says you shouldn't, but do you have a reason(s) beyond that?

Thanks,
Rich
 
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Voadam said:
Spontaneous cleric casting, I love this from both a flavor and gaming point of view, it makes each cleric different (a big plus) and eliminates the hassle of having to pick spells at the beginning of each day.

Ditto. This is the way clerics should work IMO.
 


None.

I actaully ban the book from any games I run. Faerun is complex enough over fifty some odd gods, regional abilities and more prestige classes spawning by the month. Options are good, and options are great. But luckily, they are just that. OPTIONAL.
 

Host of Angels said:
Has anyone tried the "Players roll all the dice" option? I have it in mind, but have not given it a go yet...

We've tried it out the last three or four sessions, and it's worked great. We have a large group, and it really helps move along big battles.

We're considering using Action Points to our game, and an unexpected side benefit of having the players roll all the dice is that Action Points can be applied to defense checks, magic checks, and spell penetration checks.
 

Let's see.

Class Varients.
Flaws. (we really like this, and as always, I leave it as a option)
Paragon Classes.
Metamagic Vairent (which Piratecat mentioned).

and most importantly...

FACING! Yeah, baby! Facing has been great. It is so easy to use and makes far more sense then the "knowall-seeall" deal.
 
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spider_minion said:
I use bloodlines in my game. I kinda think they're a little weak as written, so I give people a 1d8 hit die with each bloodline level. I also let it contribute towards total character level.

It probably wouldn't hurt anything to treat the bloodline levels as levels in a "monster class" -- Humanoid for all the normal PC races. Characters would get 1d8 hit points, BAB as a cleric, 2+Int skill points, and an advancement on their Fortitude save (going by the book). No class abilities or anything. This would keep hit points up, and keep bonus feats & ability score increases the same (these are tracked by HD, not ECL).

Cheers
Nell.
 

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