4.0 out of 5 stars
D&D Rocks!,, Feb 10 2006
This review is from: Unearthed Arcana: Dungeons & Dragons Rulebook (Hardcover)
Been a player for almost three decades. Always seem to be a Dungeon Master and this book is helpful, though lately I tend to just sort of make up rules as I go along.
For those role players who like to read, try The Unsuspecting Mage by Brian S. Pratt. This book is about a teen who role plays, goes to another world and uses the skills learned through roleplaying to help him survive. It's an action packed book that's hard to put down. Role Players rejoice
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1.0 out of 5 stars
Listen to the bad press!, Jun 11 2004
This review is from: Unearthed Arcana: Dungeons & Dragons Rulebook (Hardcover)
You cannot imagine how BAD this supplement is. In the process of plagarizing alternative "house rules," they broke just about every damned one of them. I read the bad reviews, but didn't listen. Do yourself a favor, save your $35 bucks and make up your own damend rules if you have issues with the core-rules. It could NOT POSSIBLY turn out worse than this book. Not one original idea. I'm starting to wonder whether WotC has chased off their best tallent. I mean, come on! These guys previous claims to fame were the Dragonomicon, the Hero Builder's Guide and Arms and Equipment? Rich Redman is the only one of these HACKS who has produced anything worthy of publication. Where the hell is Monte Cook when you need him? Sure, he get's carried away sometimes, but at least he can think for himself and use his goddamned imagination!!!
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4.0 out of 5 stars
Some Decent Material, April 28 2004
By A Customer
This review is from: Unearthed Arcana: Dungeons & Dragons Rulebook (Hardcover)
Overall, I'm pleased that I bought this one, though it is far from perfect. Perhaps the Hit-or-Miss quality of the text, though, is derived not so much from poor conception or execution, but rather from the opposite; after all, this text attempts to collect some of the more interesting "house rules" variants out there, and by definition, different variants would seem to appeal to different gamer-geeks.
Cool Things:
--sections on "reducing level adjustments" (buying off LA with XP later on) and "bloodlines" (adding a touch of bizarre ancestry to a PC) are well thought out.
--in terms of class variants, some of the wizards are decent, but the paladin (i.e. of any alignment) really shines.
--the "character traits" (personal quirks added at generation, a la *Fallout*) and "character flaws" (taking penalties at generation to add bonus feats, a la White Wolf) are long overdue to this system; the "spelltouched feats" (adding event-specific magical abilities) are also fertile.
--the "defense bonus" variant (a level-contingent statistic like attack bonus), "armor as damage reduction" (self-explanatory?), and "damage conversion" (armor changes lethal damage to non-lethal) are all great; the "variable modifiers" variant (instead of BAB +4, say, one would instead add d8 to the standard d20 roll) is also smart.
--many of the magic variants are useful, such as "summon monster variants" (individualized or themed lists), "metamagic components" (such feats have costs in this case), "item familiars" (why not? there's tons of intelligent constructs otherwise), and "incantations" (complex magickes that can be cast by anyone).
--the final section, about campaigns, really delivers; here, we get rules for "contacts" (a la White Wolf), "Reputation" (yeah, like in *Baldur's Gate*), "Honor" (which would seem to be self-explanatory), "Taint" (evil corrupts, after all), and "sanity" (yes, that nearly perfect stat from *Call of Cthulhu*).
Holistically, the text displays the same sub-par attention to editing as other WotC releases, and the artwork varies considerably in quality (compare the "Paladin of Tyranny" on 53 to the gamer-geek group on 134, for instance). I tend to consider the rest of the text uninteresting for my purposes, though others will surely, and with good reason, find such items useful. And that diversity is precisely the value of the text overall. (It is fair to note in this connection that nothing is particularly badly done, though the "racial paragon classes" are a bit too ubermenschy for my political taste--the game already suffers from a tolkienesque proto-fascistic racialism as it stands; no need to make it even more arriere garde.) The text might be a bit pricey, however, if one ends up using merely one third of the rules contained herein. That said, I'd note that the rules for sanity alone justify the (reduced amazon.com) expense for me.
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