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Arcana Unearthed: A Variant Player's Handbook

Arcana Unearthed: A Variant Player's Handbook

List Price: $29.95
Your Price: $19.77
Product Info Reviews

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Rating: 5 stars
Summary: Dungeons and Dragons with a new spin
Review: Dungeons and Dragons is a great game, however even for someone who hasn't played it before if they are familler with fantasy they will reckonize all the standard concepts. Dwarven fighters, elven wizards etc. Monte Cook's Arcana Unearthed is not his version of D&D 3.5 but simply his take on an epic fantasy setting without all the iconic races and classes. It makes Dungeons and Dragons fresh again with not only new races and classes but a more flexible spell system, more variety on weapons/armor and a lot of all new feats. Races include your standard human along with the lion like Litorians, medium Giants (who can become large) and Faen. Each of the races (other then humans) have racial levels they can take which add ability increases, spell-like ablities or qualities like scent. The classes all have a lot of flavor and a few of them are very open ended, leaving lots of room for customization like the totem warriors who get abilites based on their totem animal or witches who vary on types. Minor spellcasters get spells starting at level one and can cast up to level 7 spells making their spellcaster more important then when you have to wait untill level 5.
The generic setting is The Diamond Throne where a few hundreds years ago the Giants arrived to defeat the evil Dramojh who had everyone in slavery and now the world is just dealing with the mess they left behind. Though Arcana Unearthed can be mixed and matched with D&D 3.0/3.5, used in your homebrew world with few problems. Also AU is ment for more experienced role players, it puts a lot of power back into the GM's hands, leaving things open for the GM to decide on. A big emphesis is placed on ceremony and ritual a lot of the feats being gained after going through a ceremony. Also players have to chose if they have a truename or not, a person without can't be raised from the dead or take ceremony feats from character levels but they also don't have to worry about certian spells being cast on them.
Arcana Unearthed is an aweseome game and Monte Cook did a great job on it. Check out http://www.montecook.com/AU.html for previews, freebies and also http://www.diamondthrone.com/ for fan created material.
My only complaints are the fact that there are some errors though Monte is good and answering questions and posting errata and the fact that the font is small. A lot of people arn't bothered but I have problems reading it for long periods of time. Sill a great deal though.

Rating: 5 stars
Summary: Excellant book, on its own or with others
Review: 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.

Rating: 3 stars
Summary: Races Good, Classes Good, Spells Bad
Review: 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.

Rating: 5 stars
Summary: Advanced Gamers, Rejoice!
Review: If you're a moderately (or more) experienced role-playing gamer, Arcana Unearthed is for you. The following review is from an AU playtester who has been gaming long enough to remember the boxed D&D sets.

Let's look over the chapters:

Abilities:
If you've played D&D 3rd edition, not much is new to you here.

Races:
All new races that break from the Tolkien-esque mold D&D has adhered to from day one. Don't get me wrong, I love the Tolkien world, and the D&D races, but these are new, fresh, and flavorful.

Humans, faen, giants, litorians, mojh, runechildren, sibeccai and verik make up the land of the Diamond Throne. There is highly detailed information on all these races, including Savage-Species-like racial advancement for many of them. Combine that with the faen's ability to morph into a spryte, the transformation that is required to become a mojh, and the blessed runechilden, and you have races that aren't just selected during character creation and then stay the same. These races can evolve.

Classes:
Akashic, champion, greenbond, mage blade, magister, oathsworn, runethane, totem warrior, unfettered, warmain, and witch.

During playtesting I found the AU classes tend to have a fairly even power curve, whereas 3E classes can start somewhat weak, then get insanely powerful at high levels. It would take a long time to address each class, but I will say the champion, greenbond, and oathsworn are what the paladin, druid, and monk should have been all along.

The races and classes of AU have depth, deep roleplay potential, and kick butt mechanically. Overall, nicely balanced.

Skills & Feats:
You'll recognize most of the skills from 3x, with a few variations. The feats section is large and breaks down into talents, ceremonial feats, and general feats. Talents can only be taken at first level -- things like ambidexterity. Ceremonial feats tend to be fairly powerful and have a RP component; that is, the ritual involved to get the feat. There are many innovations here, and I especially like the new item creation feats. Instead of, say, 'scribe scroll', you have 'craft spell-completion item'. This adds flexibility and simplifies things simultaneously.

Equipment:
You'll see the old favorites along with many new items. There are exotic armors (indeed there are -many- new kinds of armor), and various weapon templates. One thing to mention here is that truly high ACs are possible in AU through normal armor, class abilities, magic, and spells. I feel that's an improvement over 3E where the warrior types could basically hit anything after a point.

Playing the Game:
Here is the bulk of the game mechanics. I'd call these rules like 3.25E, as they seem to be a hybrid of 3rd edition and the 3.5 revision. If you know 3x combat mechanics, etc., you can skim this section. If you're new to the system, it's all laid out here.

Magic and Spells:
Here is a huge innovation. Spellcasting has been standardized on one level, and made much deeper on other levels. Each type of caster gets spell slots per day, and a number of readied spells to choose from. This is kind of like how the 3x sorc handles spells, except your casters will -know- many spells, but only have a certain amount readied at a time. Don't like the spells you have readied? Sit down for an hour and swap them out. This system is flexible, and makes multiclass casters stronger than in D&D 3x, because slots stack. Nearly every spell has heightened and diminished effects. That is, if you cast the spell using a slot 1 level higher or lower, you get different effects -- very cool, and adds a fun new dimension to casting. Via feats (or rarely items), you can add spell templates to spells. There are many different kinds of templates like acid, lightning, corrupted, eldritch, holy, psionic, etc. Think of templates as a new way of handling metamagic feats. I should mention some of the old favorite metamagic feats are also still available in one form or another.

In conclusion, if you're a veteran gamer AU will provide a world of new possibilities whether you run a purely AU game, or add aspects of it into your existing 3x game.

Check out Monte Cook's website for free supplements, errata, and other useful AU resources.

Rating: 5 stars
Summary: What the hobby needs
Review: It's the same basic system as Ye Olde Dungeons & Dragons without all the baggage that D&D brings with it to every new edition. In other words this is fantasy without Elves, Dwarves and Orcs. The new races and classes are still the basic literary fantasy types just not the D&D types. If you are bored with the D&D archetypes or find the rules being taken in nonsensical directions to meet the expectations of earlier editions check this new players handbook out.

Rating: 5 stars
Summary: What the hobby needs
Review: It's the same basic system as Ye Olde Dungeons & Dragons without all the baggage that D&D brings with it to every new edition. In other words this is fantasy without Elves, Dwarves and Orcs. The new races and classes are still the basic literary fantasy types just not the D&D types. If you are bored with the D&D archetypes or find the rules being taken in nonsensical directions to meet the expectations of earlier editions check this new players handbook out.

Rating: 5 stars
Summary: Intriguing
Review: 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.

Rating: 4 stars
Summary: Excellent
Review: This is the work of a game designer who is interested in making everything count. Every race is unique and interesting. Every piece of equipment is valuable for a character of some type or another. Very nicely done.

That said, I just wanted to take ideas from the book and incorporate them into my own game rather than play the world described in Arcana Unearthed. Of course, that's the beauty of d20--you can take what you like and put it in your own game with little work.

So, what was good about the book? Well, the races are interesting. There is a small race (the Faen) that are fun and unique and allows you to morph into a more exotic faerie creature by taking race levels. If you play a giant, you can grow large, like a giant should be, in a balanced manner, again by taking race levels. Race levels work well.

Another good thing is the armor. Not everyone who wears medium armor is now going to wear breastplate because there are a couple of new armors. The "chain hauberk" is what chainmail should have been according to the core rules (he had to call it hauberk instead of mail because chainmail is already part of the SRD). Another great idea was articulated armor (requires an exotic armor proficiency). Some of the exotic armor was not explained clearly enough to understand why an exotic armor proficiency is necessary, but the articulated plate/breastplate was interesting, believable, and now a part of my game.

I loved the breakdown of spells into simple, complex, and exotic at each level. Works great. A single spell list is used, but more complex spells are only usable by the wizard-like caster. Spellcasting is more fun, too. You prepare spells, then cast them kind of like sorcerers. When you want to prepare different spells, you have to read from your spellbook, meditate, or whatever. This also works great.

Those are some of the highlights. Hope it helps you decide.

Rating: 4 stars
Summary: Excellent
Review: This is the work of a game designer who is interested in making everything count. Every race is unique and interesting. Every piece of equipment is valuable for a character of some type or another. Very nicely done.

That said, I just wanted to take ideas from the book and incorporate them into my own game rather than play the world described in Arcana Unearthed. Of course, that's the beauty of d20--you can take what you like and put it in your own game with little work.

So, what was good about the book? Well, the races are interesting. There is a small race (the Faen) that are fun and unique and allows you to morph into a more exotic faerie creature by taking race levels. If you play a giant, you can grow large, like a giant should be, in a balanced manner, again by taking race levels. Race levels work well.

Another good thing is the armor. Not everyone who wears medium armor is now going to wear breastplate because there are a couple of new armors. The "chain hauberk" is what chainmail should have been according to the core rules (he had to call it hauberk instead of mail because chainmail is already part of the SRD). Another great idea was articulated armor (requires an exotic armor proficiency). Some of the exotic armor was not explained clearly enough to understand why an exotic armor proficiency is necessary, but the articulated plate/breastplate was interesting, believable, and now a part of my game.

I loved the breakdown of spells into simple, complex, and exotic at each level. Works great. A single spell list is used, but more complex spells are only usable by the wizard-like caster. Spellcasting is more fun, too. You prepare spells, then cast them kind of like sorcerers. When you want to prepare different spells, you have to read from your spellbook, meditate, or whatever. This also works great.

Those are some of the highlights. Hope it helps you decide.

Rating: 5 stars
Summary: "Fearless and inventive..."
Review: Unique races, dynamic new classes, a new twist or two on the magic system and a load of detail make Arcana Unearthed quite a fine alternative for the Player's Handbook! For those who are feeling a bit tired of the same dwarven fighter, elven wizard, halfling thief feeling of D&D, the fresh ideas here are well worth it.

I'm looking forward to running a game with these alternate rules, just to get that feeling I got when I first started playing D&D: the freshness and uniqueness that made it so popular in the first place.

Though many rules are different, people familiar with standard 3rd edition D&D should have no problems with Arcana Unearthed. The book is well-written, clear and consise.

One advantage to me is the idea that, even if you change many of the core concepts of D&D to fit a different outlook, like the base classes and races, the rules still work, and can be very flavorful and interesting, too. For those who are attmpting to create their own fantasy world to role-play in, this book shows that it can be done, smoothly and stylishly.

Let's hope there will be more products like this one.


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