What Variant Unearthed Arcana rules will you be using?

I've not yet had a chance to read the entire book thoroughly, but I know that I'll be adopting the Vitality/Wounds system. I've wanted to in the past (as soon as I saw it in Starwars), but never felt like tinkering much.

The magical components charts were handy; I've always allowed the use of power components in place of XP for spells & magic item creation. I certainly will not be sticking to ONLY what is on those charts; it is always quite interesting to see what the players come up with when I allow them to think about what power components would be appropriate. The only negative thing I can see about those tables is the fact that, since there is a price next to all of those items, I can just see at least one player coming to me soon bitching about how they think they should be able to get that Gold Wyrm's Heart because they have "more than three times as much gold as the cost."

I like the new NPC-to-PC classes (expert, warrior, etc), but the Warrior is TOO versitile. Who needs to play fighters anymore?

Character traits are pretty nice, though I can see how I will limit the number of them used or to make sure that they are solidly justified by character background.

I definitely want to examine and consider Sanity, Armor-as-DR, Contacts, and Reputation.
 

log in or register to remove this ad

Cbas10 said:
I like the new NPC-to-PC classes (expert, warrior, etc), but the Warrior is TOO versitile. Who needs to play fighters anymore?

Well, that's kind of the point. If you use the "generic classes", you don't use any others in the same game.
 

I like the new NPC-to-PC classes (expert, warrior, etc), but the Warrior is TOO versitile. Who needs to play fighters anymore?

Those aren't "NPC-to-PC" classes. Two of the three happen to share a name with NPC classes (possibly a mistake on WotC's part), but they're totally separate entities.

The three generic classes--Expert, Spellcaster, Warrior--are designed to replace the standard classes, not be used alongside them. It's a variant for people who want more variety/customization for their classes.
 


I have already started making varients of the varient rules...

IMC we are switching to VP/WP, but the critical threat ranges and the extra damage are remaining the same. We are also going to use the Con version of the massive damage rules. Add on top of this a simple crit hit location system.

allowed player optional variants:

Bardic Sage
Divine Bard
Savage Bard
Cloistered Cleric
Druidic Avenger
Thug (welcome the new elite city gaurd class)
Monk Fighting Styles
Planar Ranger
Urban Ranger
Wlderness Rogue
Battle Sorcerer
Domain Wizard
Specialist Wizard Varients
Favored Environment
Whirling Frenzy
planar banishment (done with the level check turning)
Bloodlines
Item Familiars
Incantations
Aspect of Nature
character flaws
character traits

Set in stone:

Contacts
New XP chart and fixed xp ammounts (easier planning)
Test based prerequisites (earn that prestige class!!)
Prestige Paladin
reducing level adjustments (maybe)
weapon group feats
craft points (maybe)
Level Check Turning (finally, a turning system without a chart!)
Summon Monster Variants
Metamagic Components
Recharge Magic (maybe)
 
Last edited:

Joshua Dyal said:
Replace magic classes with Incantations for everyone, and add Sanity would make for an interesting low magic, almost Conan-esque feel.

To really go for the grim and gritty add the Armor DR, damage conversion, and injury variants.

Also, things become very interesting if you state that all crits bypass armor damage reduction sort of like they state for DR in general in the VP/WP system.

I plan on using all of these (leaving in regular spells and the respective classes) in a short wilderlands campaign...

Aaron.
 
Last edited:

jester47 said:
Summon Monster Variants

The stupid book hasn't arrived in Australia yet ( :( ) but I'd really like some one to explain this.

From what I've heard I'll be using
cloistered cleric
Bardic Sage
Spevialist wizards varients (probably, they kinda sounded a bit over powered)

and I'll be checking out bloodlines, item familiars, and pretty much every thing else in the whole damn book!!!

My next campaign will probably be much more houseruled, as we're at 9th level and I don't want to screw around too much.
 

Olive said:
The stupid book hasn't arrived in Australia yet ( :( ) but I'd really like some one to explain this.

Summon Monster variants

There are two ...

The first suggests using custom lists of summonable monsters to give different flavors to separate organizations, regions, etc., in a game world. The creatures on the lists would be chosen by some unifying theme -- earth creatures for the Dwarves is one example given. Two such sample lists, specifying 2-3 creatures for each of Summon Monster I - IX are given.

The second is individualized summoning lists for each caster. Each caster starts with knowing how to summon 1 creature type from the first such spell they learn/get access to. The variant suggests several different "formulas" for deciding when the caster gets to add more creatures. In the end, the choice of which you use depends on how many monsters you want the summoners to have knowledge of; but the key is to use the same method for everyone, to keep it balanced.
 

re

The more I read about this book, the more I feel I must go pick it up. This particular book sounds really useful.

Armor as DR is something I will probably use.
 

Olive said:
Spevialist wizards varients (probably, they kinda sounded a bit over powered)

I thought so too, at first, but then I read the full text. Each variant is really a trade. There are three "changes" listed for each Specialist Wizard. The first replaces the ability to have a familiar; the second replaces the bonus feats the wizard usually gets, and the third replaces the extra spell slots of the specialty school.

For example, the Necromancer can give up the ability to have a familiar for the ability to have a Skeleton servant. The servant will gain some power as the Necromancer gains levels, but not too much. Likewise, the Enchanter can give up the ability to have a familiar for a Cohort (functionally like having a Leadership rating at 1st level).

Overall, since you trade-in one ability for another, they look more balanced than I originally thought.

[Edit: Oh, yes, the idea is that you can mix and match which variants are available to create different, sometimes rival, schools or organizations of specialists.]
 
Last edited:

Remove ads

Top