Books : Unearthed Arcana (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

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Author name: Andy Collins, Jesse Decker, David Noonan, Rich Redman

 : Unearthed Arcana (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
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Type of bind: Hardcover
Dewey Decimal Number: 793.93
EAN num: 9780786931316
ISBN number: 0786931310
Label: Wizards of the Coast
Manufacturer: Wizards of the Coast
Quantity: 1
Page Count: 224
Printing Date: February 25, 2004
Publishing house: Wizards of the Coast
Release Date: February 01, 2004
Sale Popularity Level: 92098
Studio: Wizards of the Coast




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Customer Reviews
User popularity level:  out of 5 stars

Rated by buyers 5 out of 5 stars - Great
Lots of great resources over all a good buy. Really helped to improve our gaming experiance.



Rated by buyers 5 out of 5 stars - This is the best very first party book in 3.5 D&D
Honestly, when it comes down to it, every single RPG book is a book of houserules. This book lacks a coherent theme, but instead just presents you with a ton of different systems that you can add to your game a la carte. Many of them are very good ideas.

You aren't going to use them all. That's not the point. But you are going to like some, hate others and be inspired by a few more. This is a great book for getting ideas or trying things differently.



Rated by buyers 5 out of 5 stars - Prepare 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 very 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 armour Damage Reduction. Then it moves into rules for having armour 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 ... Read More



Rated by buyers 4 out of 5 stars - Very good acquisition
It is a very good book, which can give to a GM the versatility of new rules.



Rated by buyers 5 out of 5 stars - Getting Hit With Everything but the Kitchen Sink Never Felt So Good
I admit it. When it comes to Dungeons and Dragons I could never leave well enough alone. Aparently neither could the compilers of this cornocopia-like compendium of house rules and alternate systems for everyone's favorite RPG. For all those out there looking to spice up or revitalize your Dungeons and Dragons experience, this is your resource. Reading trough, one wonders if it is humanly possible to find time to use and apreciate all the options found within. Perhaps that is the true beauty of the thing: that the options persist in being inexahustable. With such a resource one never needs fear falling into any kind of hack-and-slash RPG rut. Game getting trite? Mix in healthy dose of Unearthed Arcana and Hey-Presto! You've got an entirely new game going! I recomend this supplement for all Dungeons and Dragons RPGers who belive that the game could be so much more.

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