What Variant Unearthed Arcana rules will you be using?

  • Class Variants (on a case-by-case basis. This is really a more formalized version of what was already was mentioned in the DMG.)
  • Specialist Wizard Variants (these are cool)
  • Complex skill checks (been doing this informally already)
  • Weapon Group Feats (it's about time...)
  • I am using Second World Sourcebook's version of Class Defense Bonus, and consider the UA version sloppy by way of comparison.
  • Action Points (already using in my Second World game, which uses d20 modern and D&D rules, but these are a nice refinement.)
  • Metamagic components (again, am already using a version of this from another source, in this case Plot & Poison.)
  • Spontaneous Metamagic (this should have been part of 3.5 AFAIAC. Most players won't touch metamagic IME.)
  • Legendary Weapons (again, already using; this came from TGM.)
  • Contacts (though I may opt for something more freeform... I'm not convinced I need to abide by a level schedule.)
  • Taint (again already using, the version from OA.)
  • Insanity (I always thought that using a shortcut of the confusion spell was lame. But again, this is something that other publishers have already done.)

A lot of stuff is really not on the list of stuff that I think is all that helpful or I have seen better (IMO) versions of in other publishers stuff or my own house rules.
 

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I've been very surprised not to see a single mention of facing rules in this thread, particularly from the "square bases are ruining D&D" faction.

I think if you would hear from anyone, it would be the "shapes make us need facing" faction, since it's their insistence. I never felt facing was needed before, and I don't now. Though it seems a bit more pointless now that their isn't a shape to cater to. (Shrug.)

Most of us who object to the shape change object to it because it is a step away from looser GM ajudication style play and towards stricter-and-simpler wargame style play. I am not particularly accomodated by another bevy of add-on rules on the subject.
 

While my next campaign is going to be mostly by the core books, I am thinking about an occasional game using these variants...

* Generic Classes (Tweaked)
* Defense Bonus
* Armor Damage Conversion
* Wound/Vitality
* Weapon Group Proficiency
* Traits
* Slower Magical Healing (Sidebar)
* Action Points
* Reputation
* Sanity :D

This mix would be a more "realistic" world where combat is more deadly and skills/Role-playing is more important. Sprinkle in some General Prestige Classes for villians (alienist) and you have a pretty awesome game there.
 

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