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Unearthed Arcana (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by David Noonan
Download Unearthed Arcana (Dungeons & Dragons d20 3.5 Fantasy Roleplaying), by David Noonan
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About the Author
Andy Collins's most recent credits include the Epic Level Handbook, Draconomicon, Complete Warrior, and contributing to the D&D Player's Handbook v.3.5.Jesse Decker has written numerous articles in relation to the D&D game, and his most recent credit is the D&D Arms and Equipment Guide.David Noonan's most recent credits include the D&D accessories Stronghold Builder's Guidebook, Hero Builder's Guidebook, Complete Warrior, and the Urban Arcanaª Campaign Setting.Rich Redman's most recent credits include contributing to Deities and Demigods, Defenders of the Faith, Monster Manual II, Savage Species, and the D&D Arms and Equipment Guide.
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Product details
Hardcover: 224 pages
Publisher: Wizards of the Coast (February 1, 2004)
Language: English
ISBN-10: 0786931310
ISBN-13: 978-0786931316
Product Dimensions:
8.4 x 0.7 x 11 inches
Shipping Weight: 1.9 pounds
Average Customer Review:
4.1 out of 5 stars
37 customer reviews
Amazon Best Sellers Rank:
#98,289 in Books (See Top 100 in Books)
- First: Don't buy at full price. Some Amazon marketplace sellers are selling this as low as $9. I was expecting disappointment based on the low-balled price, but I was wrong!- Second: Don't confuse this with TSR AD&D 1st Ed Unearthed Arcana or Sword & Sorcery Arcana Unearthed. Both cool books.- Third: Don't read the Amazon description. It makes you think this book is all about strongholds for some reason...- A minor annoyance is that WOTC already have a DMG2 released and a Player's Handbook 2 planned, and the material herein would be better placed/organized into a larger 500+ page Player's Handbook and larger 500+ page DMG respectively or just merge all these things entirely. Monte Cook did it with a huge Arcana Evolved. Why can't WOTC do this? Why all the individual books (this one is barely 200+ pages)? It's stupid to flip through 100 different books to see all the different classes and races available, make 1 race book, 1 class book and so on...Everyone else is doing it (Moongoose, Green Ronin) but WOTC. I think Hasbro has enough money.- Its variants, house rules, and draws from a variety of sources and influences old and new as others have suggested. You have race variants (desert elf, aquatic gnome, etc. not terribly exciting), class variants (new paladins, etc., cool), Gestalt classes vs. multi-classes (nice), many "Bloodline" race-types (a succubus mates with a human creating a human with some demon bonuses - very interesting), Character traits and flaws, item familiars (very cool), insanity (which goes back to the original AD&D DMG 1st Ed), Rep and Honor (goes back to original AD&D Oriental Adventures 1st ED), Spell points instead of Spell memorization (fire and forget method) (many people use this spell pt house rule), the racial Paragon (sort of like a Prestige Race). On and on. Very neat stuff...Criticism that this book has contradictory rules or not-well-thought-out cohesiveness is missing the point. I like this book more than the regular DMG or PHB.
Ok, its time to start a new campaign and I've played everything there is to play (aside from the myriad of prestige classes that don't interest me). What am I going to play you ask yourself for hours. If you have ever had this problem, like me, probably because you've been playing D&D for far too long, this book is your savior, plain and simple.Back in second edition there was a game called Player's Option, if you recall, and it gave you a good deal of freedom to customize your character. This book goes well beyond that. Its actually quite interesting. There are little tweaks for all sorts of races due to climate or elementally based races. Follow this up with a lot of variants for classes which are basically swapping a few things in and out in most cases, sometimes losing a trait from one class and gaining another, while some are new. In my opinion, this adds a lot more depth to the game because if you do want to play one of the 10,000 prestige classes, it gives you more than one avenue to get to them. If you do not like prestige classes, then this gives you more options than the dozen or so base classes that currently exist. I would particularly recommend this if you're fond of playing Specialist Wizards (in which case this is a MUST), Barbarians, Monks, or have ever wanted to see a quality representation of an "Anti-paladin." This may be the section of the book you most commonly use, and that would be mostly at character creation.There are some feats, which are so-so on the usefulness scale but are just so very interesting and characterful. Then, traits to make your character more attuned to how you envision his personality, and flaws to give him special vulnerabilities (and of course there is a benefit to them as well). Its an interesting section to say the least but after that you get into some very wild and, indeed, very fun options, including a variant on weapon proficiency based on weapon groups, variants on armor systems, D&D without levels, and even D&D without hit-points. All I can say is, despite how crazy that sounds, someone obviously put a good deal of thought into it since it is at least mostly viable.Basically, if you're bored with D&D sometimes, this book is curry powder. It would DEFINITELY spice things up again.
this book is easily my favorite 3.5 book to own. it keeps the game fresh and offers modifications to some of less popular rules, or rules that some may think werent completely developed properly. adds in the addition of character flaws with the reward of more feats, get rid of spell slots for a more mana/MP type of casting, even class variants like fighters with sneak attack instead of bonus feats. the book keeps games fresh when you run out of official content to use and dont like most of the homebrew content. i would recommend this to ALL 3.5 players, even new players that havent explored all the regular official content
Good reading for those considering tinkering with the D&D 3.5 system. It presents some very interesting alternatives to give your game a different feel. The good news is that they are fairly thought out. Many of the "house" rules are extensively tested and they include information on the second and third order effects for the proposed changes. Generally, it convinced me to just leave the existing system alone for my games, but it's always there.I wouldn't buy if you're a player, much more of a DM resource. However, if you have a very flexible DM that likes external ideas, it might be worth a look.
A rules variants book. If you want to try changing rules to suit your need, it's a good book. I found very limited use for this book, though.
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