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Unearthed Arcana Review
By Robert J Defendi
Get ready to drink from the fire hose.
Unearthed Arcana opens with these words and no phrase has ever been more
appropriate. This is not a standard core rule book, where the DM can just say
yay or nay on whether or not they’re using the material. Unearthed Arcana is
not even trying to be that kind of book. Unearthed Arcana is a collection of
dozens (hundreds, if you count like a marketer) optional rules, many of which
conflict with one another. This book has something for everybody and everything
for nobody.
If you buy this book thinking your getting another normal core rule book, you’re
probably not going to like it. If you buy this book hoping to find individual
rules to liven your campaign, you’ll probably like it very much.
Chapter 1 contains racial rules. These rules are the most niche oriented of
the book. For instance, the first section involves environmental racial variants
(like desert elves). Honestly, I don’t think I’ll ever use these unless I do
an extremely theme oriented campaign (like a home grown Dark Sun). This is
followed by elemental variants, which are even more niche-like (air elves). Then
come bloodlines, which are fairly interesting, if you allow this sort of thing.
Bloodlines allow you to introduce racial traits without saying a character is
half something. If great great grandmama had strange thing for minotaurs or
demons, these rules can help your character reflect that (and give the family
something not to talk about). Finally, this chapter finishes with what most will
think is its most useful section, the racial paragons. These are three-level
prestige classes which grant bonuses that emulate the most stereotypical traits
of a race (Stonecutting and constitution for dwarves, for example).
Chapter 2 is all about the classes. This starts with variant classes, which
are your base classes, tweaked somewhat. For instance, the cloistered cleric is
a variant class that drops some of the cleric abilities (it lowers the hit die,
for instance) to grant such abilities as Lore and the Knowledge domain. These
are actually quite interesting. This is followed by an extensive section on
variant specialist wizards and then rules for spontaneous divine casters then
variant rules for various class abilities, such as turning undead and the
barbarian’s rage. Next is the prestige class section, but in this section,
they take three base classes (Bard, Paladin and Ranger) and they present them as
prestige classes. This will be particularly handy for games where, for instance,
a person must petition to a holy order to become a paladin. Next come Gestalt
characters, which are essentially characters that have two classes at once (as
opposed to multi-classing) for games where there aren’t enough players to
cover all the class bases (are you starting to see why no one can use all these
rules at once?). Finally come the generic classes, which are a way to step away
from all the class complexity and get down to four very basic choices.
Wow. Seems like a lot doesn’t it. We just finished page 78.
Chapter 3 is building characters, and no, this doesn’t have the old
Unearthed Arcana’s stat rolling system. It starts with alterative skill
systems and rules for complex skill checks. Then it moves onto character traits
(which are like advantages in other games). Next comes . . . you guessed it . .
. character flaws. Next come spelltouched feats for those characters that have
had a lot of exposure to certain spells. This is followed by rules for
grouping weapons by type for the sake of weapon group proficiencies. Next comes
a set of alternate rules for crafting items (magical or otherwise) during
campaign down time. Finally comes background rules, for representing skills a
character had before becoming an adventurer.
Is your head spinning yet? Mine is.
Next comes Chapter 4: Adventuring. This is where things really start
contradicting themselves. It starts with class defense bonuses, like in Star
Wars, and moves into armor Damage Reduction. Then it moves into rules for having
armor convert damage instead of stopping it outright. Then it moves into
an injury system that negates the use of hit points completely. But wait. Then
it bring hit points back in the form of vitality and wound damage (like in Star
Wars again). Next it goes back to the original hit point system, but allows for
a character to have "reserve points" which essentially allow them to
heal very quickly. Then it moves on to alternate rules for massive damage while
throwing out a rule for dodging when it isn’t your turn (a page layout
nonsequitur). Next come new death or dying rules (which look a lot like the
rules for dying in the vitality points section, but we’re back to hit points,
now, remember?) Then we move on to action points, which characters can spend
during a game to help save their proverbial bacon. Next comes combat facing
rules (which I’ve been waiting for forever) with some extremely
ineffective luck rules thrown in a sidebar. But wait! Maybe you’re an old
GURPS player. We better throw in hex rules as well. Speaking of GURPS, who cares
if this is D20. Let’s take out the d20 from the game and have the player’s
roll 3d6s instead. Speaking of that, lets have the players roll all the dice,
taking the load off the DM. And, and, and . . .
Oh. I guess that chapter ends there.
On to Chapter 5, because we’ve barely even touched . . . Magic. Lets start
with rules that give a character a magic ratting, based on all their
multiclassing, instead of a straight spellcaster level. Hey, rogues pick up
stuff about magic too. Then lets introduce the concept of themed summoning
lists, because it’s always embarrassing the summon an amphibian on the lip of
an active volcano. While we’re at it, let’s let characters throw money at
the problem of metamagicked spells instead of increasing the spell slots (and
drop in a rule about metamagic and sorcerers while we’re at it). Wait! That
reminds us. We have all these new possible spontaneous casters now. Lets put in
metamagic rules for them and a second optional rules for sorcerers, to boot.
Speaking of spontaneous casting. How about spell points? A lot of people play
Rolemaster, don’t they? Speaking of that, lets have characters recharge
between spells, eliminating the hard cap on spells per day entirely. You know, I’ve
stopped mentioning the side bars completely now. Still, I have momentum, so lets
move on to legendary weapons, which increase in power with the character (new
prestige classes in here). You know, that sounds kinda like a familiar, so lets
throw in familiars that are items. Now let’s shift gears and throw in rules
for ritual magic (we’ll call them incantations). Since we’ve now brought
magic into the hands of even nonspellcasters, lets finish up with . . .
. . . .Chapter 6: Campaigns.
In case we hadn’t, you know, done enough to shake up your game.
Let’s start with new rules for contacts, but contacts need to have opinions
of the characters, so we’ll move onto reputation rules. Hey, didn’t
reputation first come from Oriental Adventures? Yeah, let’s throw in honor
too. You know with honor comes the opposite, so we should have taint rules as
well and if we’re going to have tainted characters we’ll need, you guessed
it, tainted prestige classes. Wow. I’m starting to lose it here. I think we
need rules for sanity! That was a little much, so we’ll change tracks again,
this time attacking the concept of prerequisites. How do you know if a character
has the toughness feat? Let’s base prerequisites on tests instead. While we’re
breaking free of molds, how about XP awards that aren’t based on level? That
sounds good so lets turn the page to . . .
. . . the afterword? Are we done already? I’m barely even started.
I don’t know if you became as exhausted reading this as I did writing it,
but now you should have some idea what’s in store in Unearthed Arcana. Some of
these rules are very good. Some of them are stupid. I doubt anyone will
completely agree on which are which, and I think that was their attention. The
biggest thing to keep in mind is to watch how these rules interact. For
instance, if you use vitality points or the death and dying rules, character
death is based on fortitude saves, so you best make sure your rules keep those
from getting out of control. If you have one gestalt character you better
have everyone play gestalt characters. Also, don’t try to integrate rules
which oppose one another too greatly, like the injury rules and vitality points,
unless you want to play with real world insanity as well.
The biggest drawback of this book is you’re going to waste money. No
one can use more than half of these rules at a time without verging on the
ridiculous, so unless you have an extremely high turnover on campaigns, it will
take years to use the whole book. Meanwhile, you’re paying for development,
paper and color ink that you’re not using. But If that doesn’t bother you,
this is the book for you.
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