What Variant Unearthed Arcana rules will you be using?

No one is up for reserve hit points? I think this was my favorite entry in the book and it was a freebe on the website.
 

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I'd like to try:

Injury rules
Generic classes (with modifications to the expert to give them 8 skill points/level and all skills as class skills)
The 3 "free" uses of a metamagic feat/day.

I'm not sure what else, and the above is contingent on selling players on the idea: "Whaddaya *mean* only three classes?" :)
 

I will be using the following, (with my own modifications):

1. Racial Paragons (without amendment)

2. Prestige Bard, Paladin and Ranger (the base classes will still be an option for those who want to play these characters from the start - I will work out a system of swapping out base levels for prestige levels)

3. Variant Fractional Base Bonuses (but PCs can get +2.5 for a "good" save only once per save - each subsequent level in a class with with a "good" save adds only 0.5)

4. Variant Magic Rating (Clr, Drd, Sor, Wiz get +1/lvl, Brd*, Mnk, Rgr, Pal get +0.75/lvl, Bbn, Ftr, Rog get 0.5/lvl; * Bards also get Spell Power +1 for Enchantment and Illusion spells at 1st, 5th, 9th, 13th and 17th levels, so their caster level for these spells is equal to their character level).

5. Spontaneous Metamagic (1 daily use per feat instead of 3)

6. Actions Points will be introduced slowly (limited applications at first).
 

I'm into a lot of them, but I seem to be the only person who really likes craft points! Needing a feat to make masterwork stuff is stupid though, nix on that garbage. :)
 

I'll do something else... I'll wait for players to choose whatever variant the wish to try for their characters (from chapters Races, Classes, Building Characters and Magic) and I'll think a while if it raises any issue within the campaign, and then I'll let them try. There are simply too many nice ideas in this book that I don't want to officially allow/disallow any.

Rules variants are a different thing of course, those require the DM to choose whether to use one or not at all. At least the rules for Contacts, Reputation and Honor look interesting to me.
 

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

The domain wizards, yeah, they are a bit overpowered compared to regular wizards.

The specialist wizard variants, however, are pretty weak. What you give up for what you get is mostly not worth it. Give up all your bonus feats for energy substitution 1/day per five levels?
 




GrumpyOldMan said:
[Irony mode on]
Wow!! What a new and original idea!!!
[Irony mode off]
Whats yer point? None of the ideas in the book are original, as near as I can tell. Almost all of them have appeared in some other game. That's not really the point, though.
 

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