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General Tabletop Discussion
*TTRPGs General
What Variant Unearthed Arcana rules will you be using?
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<blockquote data-quote="Kichwas" data-source="post: 1383645" data-attributes="member: 891"><p>I looked at the book recently.</p><p></p><p>Character Traits are like the anti feats from Kenzer's Villain Design Handbook - except you only need one of them to get a free feat and not two. So they're easier to abuse in UA.</p><p></p><p>Defense Bonus and Armor - Conan does this better, having armor simply reduce damage, and then backing it with armor piercing and finesse systems (finesse in Conan is the ability to seek the holes in the armor with weapons like a stilleto).</p><p></p><p>Action Points - The only system of these that I've liked so far was the one in Mutants and Masterminds, because it refreshes.</p><p></p><p>Damage Save - Fails to take several factors of the old system into account, such as varying hit dice. As much as I like the save in Mutants and Masterminds it seems problematic here.</p><p></p><p>I'm unlikely to use any of these options as they're described in UA, as there are superior or more balanced sources elsewhere.</p><p></p><p>I don't plan on using any option that seems to begin with 'for munchkin play', so Gestault and spell points are out - as they make all or some of the normal classes less viable. The domain wizards as I've seen described online seem problematic as well.</p><p></p><p>As for the rest of the book, we'll see when I have a chance to see it in more detail.</p></blockquote><p></p>
[QUOTE="Kichwas, post: 1383645, member: 891"] I looked at the book recently. Character Traits are like the anti feats from Kenzer's Villain Design Handbook - except you only need one of them to get a free feat and not two. So they're easier to abuse in UA. Defense Bonus and Armor - Conan does this better, having armor simply reduce damage, and then backing it with armor piercing and finesse systems (finesse in Conan is the ability to seek the holes in the armor with weapons like a stilleto). Action Points - The only system of these that I've liked so far was the one in Mutants and Masterminds, because it refreshes. Damage Save - Fails to take several factors of the old system into account, such as varying hit dice. As much as I like the save in Mutants and Masterminds it seems problematic here. I'm unlikely to use any of these options as they're described in UA, as there are superior or more balanced sources elsewhere. I don't plan on using any option that seems to begin with 'for munchkin play', so Gestault and spell points are out - as they make all or some of the normal classes less viable. The domain wizards as I've seen described online seem problematic as well. As for the rest of the book, we'll see when I have a chance to see it in more detail. [/QUOTE]
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What Variant Unearthed Arcana rules will you be using?
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