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<blockquote data-quote="Skepticultist" data-source="post: 7367348" data-attributes="member: 6898719"><p><strong>The Arcanum</strong></p><p></p><p>The Arcanum was published in 1984 by Bard Games, and was part of a trilogy of books that described the Atlantean System. The other two books, a bestiary and a campaign setting guide, are interesting, but the Arcanum works entirely without them. The Arcanum represents a transitional state at Bard Games. Eventually the Atlantean System would become the basis for <em>Talislanta</em> and more or less completely abandon it's roots as a AD&D hack, but the Arcanum is right in the middle between AD&D and Talislanta, and so it works extremely well as a AD&D supplement.</p><p></p><p>My favorite element of the game is the very detailed and complex alchemy and herbalism rules, which are far more sophisticated and interesting than the standard magic item creation rules. It also includes rules for creating "homunculi," but the Arcanum defines homunculi very broadly, such that it includes any creature created by magic that isn't a golem or mechanical construct. I love this system because while D&D always suggests that X or Y beastie was "created by wizards," there have never been <em>rules</em> for that particular feat. The Arcanum supplies those rules.</p><p></p><p>I also really love the Arcanum's skill system. It's the most naturalistic system I've ever seen, and it doesn't allow itself to get locked into "everything must work the same way" that is so en vogue now. Some skills -- like Drinking -- are never rolled, they just give bonuses to other rolls (Drinking, for example, gives a bonus to saves to avoid the effects of alcohol), or allow the players to automatically do some thing (Catwalk allows a character to move their full movement along narrow ledges and rails). If you take one of the various Artistic skills, you roll randomly to determine your initial talent, and you have a random chance to improve with each level gain. Two players might take the same Music skill, and one will start out a world-class virtuoso who simply <strong><em>can't</em></strong> improve (they are already Beethoven), and the other player might start out unable to play a simple tune without offending the audience and never improve.</p><p></p><p>It also has a lot of new and interesting classes, several different types of spellcasters with vary different spell lists, and a bunch of new races.</p></blockquote><p></p>
[QUOTE="Skepticultist, post: 7367348, member: 6898719"] [B]The Arcanum[/B] The Arcanum was published in 1984 by Bard Games, and was part of a trilogy of books that described the Atlantean System. The other two books, a bestiary and a campaign setting guide, are interesting, but the Arcanum works entirely without them. The Arcanum represents a transitional state at Bard Games. Eventually the Atlantean System would become the basis for [I]Talislanta[/I] and more or less completely abandon it's roots as a AD&D hack, but the Arcanum is right in the middle between AD&D and Talislanta, and so it works extremely well as a AD&D supplement. My favorite element of the game is the very detailed and complex alchemy and herbalism rules, which are far more sophisticated and interesting than the standard magic item creation rules. It also includes rules for creating "homunculi," but the Arcanum defines homunculi very broadly, such that it includes any creature created by magic that isn't a golem or mechanical construct. I love this system because while D&D always suggests that X or Y beastie was "created by wizards," there have never been [I]rules[/I] for that particular feat. The Arcanum supplies those rules. I also really love the Arcanum's skill system. It's the most naturalistic system I've ever seen, and it doesn't allow itself to get locked into "everything must work the same way" that is so en vogue now. Some skills -- like Drinking -- are never rolled, they just give bonuses to other rolls (Drinking, for example, gives a bonus to saves to avoid the effects of alcohol), or allow the players to automatically do some thing (Catwalk allows a character to move their full movement along narrow ledges and rails). If you take one of the various Artistic skills, you roll randomly to determine your initial talent, and you have a random chance to improve with each level gain. Two players might take the same Music skill, and one will start out a world-class virtuoso who simply [B][I]can't[/I][/B] improve (they are already Beethoven), and the other player might start out unable to play a simple tune without offending the audience and never improve. It also has a lot of new and interesting classes, several different types of spellcasters with vary different spell lists, and a bunch of new races. [/QUOTE]
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