5.0 out of 5 stars
Intriguing, Mar 12 2004
This review is from: Arcana Unearthed: A Variant Player's Handbook (Hardcover)
The 5 stars are for the original-yet-not-too-original setting, the great races and classes, the rethinking of the magic system, and the dumping of many of the most annoying d20 concepts. However, those 5 stars are mostly "in comparison to D&D." If rated more dispassionately as just another RPG, I'd have to give it 4 stars, or maybe even 3, for the rule system. But then I think d20 is a very clumsy system--if you love it, cool by me, and this product rates the 5 stars easily.
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3.0 out of 5 stars
Races Good, Classes Good, Spells Bad, Dec 26 2003
This review is from: Arcana Unearthed: A Variant Player's Handbook (Hardcover)
I was very excited about this expansion as I read it. The races were interesting, particularly because the authors suggested that you could level up in your race to gain benefits like spells and stat increases. The classes were cool new ideas. And then I got to the spells. The spells were uniformly weaker than those in the players handbook. I was very disappointed because of the 3 components, these seem the easiest to come up with. I suspect it was because they didnt differentiate between the different types of casters and spells available. Its still a good expansion, but you will need to supply your own spells.
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5.0 out of 5 stars
Excellant book, on its own or with others, Nov 17 2003
This review is from: Arcana Unearthed: A Variant Player's Handbook (Hardcover)
I had two complaints with this book. The first was the treatment of alignments/religions - there aren't any, and the section on alignments contains a three paragraph lecture on moral relativism. I don't mind not having alignments, but I can do without humanist content in my games, especially when they're about pre-industrial revolution type societies. The other complaint is the copyediting/proofreading, which doesn't appear to have been done.
OK, with those out of the way -- this book is great. Many of the concepts are familiar enough that players can visualize them, but not so much that you think they're generic. No generic Tolkien-esque Elves here, no dwarves, either. You can always add those from the standard Player's handbook, but they aren't essential.
The concept of Talents - feats that may only be taken at first level - prevents some of the feat lawyering that I've seen happen with munchkin type players. The non-mechanic descriptions are also good at making the feats, classes, and races seem real.
The best concept here, though, is the repeated concept of templates, which may be applied to weapons (Dire, Masterwork, etc.), spells (Holy, Sanctum, Psion), or characters (Runechild). All of these work to make the world seem more rich, solving one of the problems of generic D20, where every wizard casts fireball. I've seen this addressed previously, for example with Fantasy Hero or some Dragon articles back in 2nd edition, but never so comprehensively.
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