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Which Unearthed Arcana variant rules do you use?

Nellisir

Hero
I'm working out a new campaign, and including alot of UA material. Some of it I intend to keep using; some is specific to this campaign.

- Some minor environmental features
- Racial classes, with features from the racial paragon rules.
- Abandoned monk, paladin, and sorcerer, heavily modified cleric & druid, using battle sorcerer with modifications, adding some kind of "champion/hero" class.
- Also altered hit points, almost across the board.
- Features from specialist wizard variants.
- Weapon groups
- craft points
- damage conversion
- players roll all the dice
- magic rating
- summon monster variants (personalized lists)
- some kind of spontaneous metamagic variant
- item familiars & material from Troll Lord's Book of Familiars & Dark Quest's Familiars book.
- Contacts
- Taint (with minor changes)
- Level-Independant XP awards

oh yeah...
- minor feat-based site magic
- heavily modified sorcerer bloodline-type magic
- bonus feats for favored classes, as per Conan d20 (replaces the stick of XP penalties with the carrot of bonus feats).

phew.
Nell.

(I think it's clear why I'm interested in any UA material anyone has already converted to electronic format...)
 
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CRGreathouse

Community Supporter
I use the racial paragons (except the gnome paragon, which I rewrote) and added a few of my own. I may use Honor or Reputation, or I may just act like I use them without recording numbers. ;) I may use LA reduction.

Oh, and incantations.
 

ForceUser

Explorer
Collectively among myself and the other DMs in my gaming circle, we have used/intend to use

- action points
- bloodlines
- racial paragons
- spell points
- variant classes such as Battle Sorcerer
- variant class features such as Whirling Frenzy
- variant weapon proficiency feats
 

jodyjohnson

Adventurer
Gestalt
Turning Checks
Armor Damage Conversion
Class Defense Bonus

Would like to use:
Cloistered Cleric (really not good in gestalt since it replaces cleric)
Incantations - over kill with gestalt.

For our campaign the Class defense bonus seems about 2 points too high. Probably a side-effect from gestalt (3 of 4 characters have the heavy armor bonus).
 

francisca

I got dice older than you.
Pretty short list:

Flat XP system
Whirling Frenzy Rage variant
Limited Choices, Max Rank skill system for NPCs only (easier on the DM)
Battle Sorceror

We'll probably see others come into play at some point, notably the Totem Barbarians.
 

Pants

First Post
Here's what I'm using:
- Magic Rating (seems pretty damn essential for Multiclass characters, although would probably be unbalancing when used with MyT)
- Fractional Bonuses
- Variant Classes: Urban Ranger, Monk Fighting Styles, Thug, Variant Paladins
- Domain Sorcerers
- Spontaneous Divine Casting
- Reducing LA
- Weapon Groups (I LOVE this variant!)
- Personalized Summon Monster Lists
 

welby

First Post
I'm using the spell points system and the specialist (necromancy) variant where you trade in your familiar for a skeleton cohort. So far it's working very well. The skeleton is fodder that the DM doesn't have to feel bad about killing and the option to only use low level spells when I'm running low allows me to last a bit longer at lower levels.
 

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