Unearthed Arcana in Dark Sun

Post/Author/DateTimePost
#1

arrikos

Jul 12, 2007 10:20:41
Ave Fellows:

If this topic has been posted elsewhere on this forum, please direct me to it.

Has anyone used any of the optional rules from Unearthed Arcana in their campaigns? Currently, I am using the Vitality/Wound Points and Armor as Damage Reduction, and I am currently looking into the use of Honor, Reputation, and Taint in lieu of alignment. Please let me know how you all fared out with it.

Arrikos

"Nice guys finish last? Try nice guys.....for the win!"
#2

xlorepdarkhelm_dup

Jul 12, 2007 18:29:19
I've used quite a bit of Unearthed Arcana in my Dark Sun. Some rules though, I prefer the original source of the rules, like VP/WP & Armor as Damage Reduction, I prefer how it was done in Star Wars: RPG over the watered-down rules in Unearthed Arcana.

I use the d20 Modern "allegiance" system in lieu of alignment, because to me, it is more organic.

But yeah, I heavily modified my Dark Sun setting using UA. Beena while since I looked heavily into it to list all of the variant rules I have compiled together in it.
#3

arrikos

Jul 12, 2007 18:50:29
I use the d20 Modern "allegiance" system in lieu of alignment, because to me, it is more organic.

Was this in the Core Rulebook?
#4

Zardnaar

Jul 13, 2007 7:13:05
I've used some of the varient rules. I use the varient Druid that can't wildshape for example.
#5

xlorepdarkhelm_dup

Jul 13, 2007 10:26:21
I use the d20 Modern "allegiance" system in lieu of alignment, because to me, it is more organic.

Was this in the Core Rulebook?

Yup.
#6

arrikos

Jul 13, 2007 23:00:17
The variant druid is pretty cool, but most of the players I have tend to be annoyed that they can't change into the animal. The big advantage that is gained from the process is the advantage of disguise. Change oneself into a field mouse, for example, and as long as there's no cats around, you can infiltrate even the most secure enemy camp. With the aspects on nature variant, you lose this advantage. Granted, most of the people I play with look simply at the great strength and fighting ability of the larger, nastier creatures, but I prefer to have all my options open.

Actually, the big question I have to bring up is the use of the spontaneous divine casters rule. I happen to use this rule amongst the ones I previously mentioned. For Dark Sun, does this rule make the cleric and druid more powerful, or does it weaken them some (because they have a "spells known" list in lieu of limitless variety of spells to prepare)?
#7

xanthus

Jul 16, 2007 11:51:45
My group has used some of the rules in UA in our games, Dark Sun and Eberron. In the end, we decided that we really like Class Defense and Armor as DR. We were using Vitality and Wound Points, but we realized that at higher levels a critical hit meant almost certain death against some of the hard hitting creatures in the world. This was less than ideal, as the point was not to kill the players weekly, just occaisionally :P

-X
#8

arrikos

Jul 16, 2007 20:00:16
We were using Vitality and Wound Points, but we realized that at higher levels a critical hit meant almost certain death against some of the hard hitting creatures in the world. This was less than ideal, as the point was not to kill the players weekly, just occaisionally :P

Good point. Wound Points are based on the Con score, and you can only upgrade that but so much. One crit and a L20 will definitely become an L, period :D .

Here's a solution, which may take the D20 system far and away from its roots; The bell curve (3d6) option from the book. It will make skill points and base attacks much more important, and since the odds of a crit in either pattern are decreased quite a bit (0.5% v. 5%), the odds of someone really getting smashed in either direction are a bit lower.

I was also considering using the armor as damage conversion over the damage reduction and Vitality/Wounds rules, as a barbarian (brute) would easily become the toughest beasts one could have in a group, and I really do want to use non-lethal damage, as it tends to be very useful for rogues and other miscreants to become fast friends with the sap :D . The only problem I see in this is the mathematics involved (you would have to keep track of the lethal damage v. non-lethal damage), but the way I see it, if you play D&D as it is then you would have to do that anyway, aye?
#9

Zardnaar

Jul 16, 2007 22:13:26
I don't think the WP/VP point system works so well in D&D as in other d20 games.

Star Wars RPG used this system but damage generally topped out at 3d8 (Jedi being exceptions) and sneak attack was minimal. With D&D rit builds, sneak attacks and magical ways to boost your damage one goord crit=dead PC.