Every now and then, a book comes along a knocks you for a loop. Arcana Unearthed is one such book. It challenges the perception of modern fantasy games but keeps to a familiar rule set just not a familiar setting.
Post originally by Wombat at 2003-08-25 12:55:36
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Over this time since D&D3e came out, I have had twinges of Buyer's Regret over almost every single book that I have picked up. Often the regret does not last long, but it crops up.
After a month with AU, I have not felt this. Not once. This book has kick-started so many campaign ideas in my head (none of them having to do with the base Diamond Throne setting) that I sometimes have to yell at my brain to STOP! I love the new classes, the new races, and most especially the new magic system.
Is this game going to be for everyone? Nope. But there are many who will find this this is just what they want to expand gaming horizons.
Dragonlance may be popular due to all the books; AU is far, far more imaginative and a better bargain as far as new ideas are concerned.
I am GLAD I spent the money on this one; only other D20 game books I can say that about are the PHB and the DMG (both non-revised).
Post originally by grubman at 2003-08-25 14:59:15
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The "spoilers" is letting you know that if you read this it will ruin any suprises. It isn't for reviews of games and supplements (unless there is information that GMs will want to know, and players won't), it is more for adventures (where if you are going to be a player it will spoil it for you) or Movies (where it will spoil the movie if you read further), or books, ect.
I like to read some reviews of things (like movies) that point out good and bad "qualities" so I have a feeling if I'll appreciate it or not. I don't expect to read a review of a movie or book and have them tell me how it ends without warning me (like the current Freddie vs. Jason review...boy was I pissed!).
Post originally by Trombone4Hire at 2003-08-25 16:34:20
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The magic system presented in this books sounds much more appealing than the D&D standard rules. I'm planning on buying this book, but I want to make sure I understand the basic spell mechanics first.
The review says "A spellcaster has a number of slots which they use to ready a set number of spells, spells remain in those slots until the character studies and meditates to change them out. With spells in the slots, a character can use the spell a number of times, their spells slots that they can use per day." This seems to say that the spell slots are used to ready spells, and that a seperate statistic (number of spell slots used per day) determines how many times the spells can be cast.
But the actual book text says "All casters must ready spells before they can cast them. This simply means choosing the spells they will be able to access when the time comes to use their spell slots to cast them," and "A spellcaster has a limited amount of spell energy at his disposal to power the spells he knows and has readied. This power is represented by spell slots. Each caster has a number of slots for each level of spells he can cast." This appears to say that a character can only have a certain number of spells readied at a time. When they cast a readied spell, one of their spell slots is used up.
So which one is right? I hope it's the second, because that seems more efficient. Also, can characters know any number of spells they want, but can only ready and use a certain number at a time?
Post originally by Blackeagle at 2003-08-25 18:25:53
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Alex's review says, "Though by not having all the races with the three level advancement, Cook sets-up a great premise that falls flat when it could have made this book more outstanding than it is."
While this is not entirely incorrect, I feel compelled to point out that some sort of racial levels are available to every character, no matter what their starting race. Loresong and Quickling Faen can spend a feat to transform into a spryte and take spryte racial levels. Humans can become a Mojh and take mojh racial levels.
Also, Monte has just posted racial levels for the standard PHB races on montecook.com. They're pretty cool.
Post originally by Alex deMorris at 2003-08-25 19:18:27
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The faen can't take the spryte transformation feat until they reach thrid level, and then can they progress (starting at fourth level) along the spryte racial levels which is what I was complaining about. I would like to think that there could have been some basic faen levels for players to take, but I doubt they'd manifest.
The mojh are not humans, they are a seperate race, which is why you can start off as one instead of waiting for a third character level transformation feat.
Mojh were human, yes, and yes humans may become one later if they choose, but a human can't just take a few levels of it and not be a mojh from there on. (A character choice, to be certain.)
Overall, I liked the racial levels I just wanted more options for the basic characters (those 1st level guys my groups are always creating).
As to the racial levels posted to montecook.com, I missed them while writing the review, but after reading through them, they don't have the feeling of the other racial levels in AU--this is because Monte didn't write them, just his friends did.
It's not to say that they're not neat, just not quite what I was wanting out of the racial leveling.
Post originally by Samurai at 2003-08-25 22:23:13
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Alex is right, but I'd rephrase it a bit... it is closer to "Study like Cleric, cast like Sorcerer", IMHO. To sum it up:
Spells known: Determined by class and feats. You typically know all simple spells (and complex spells, if a Magister), and may gain more by spending feats. You can learn all complex spells of a certain level for 1 feat, or a single Exotic/ Unique spell for 1 feat.
Spells Prepared: You choose from all the spells you know, and this requires the standard time of study to swap them out. You would never prepare the same spell twice(like 2 Shield spells) because of the way the casting slots work. This makes the caster more efficient and versatile than a standard wizard.
Spell Slots (casting): You may cast this number of spells of this level per day. Each slot may be used to cast any version of any Prepared spell.
Lets say you have 3 level 3 slots for the day. This means you may cast any of the level 3 spells you have prepared. You can cast the same spell 3 times, or 3 different spells, however you wish. But wait, there's more: al spells come in 3 versions: Diminished, Normal, and Heightened. A diminished spell usually does less damage, affects fewer targets (or self only), etc, and it uses a casting slot 1 lvl lower than usual. A Heightened spell is more powerful in some way and uses a spell slot 1 lvl higher than normal. So, back with those 3rd level slots again, you can actually cast the Heightened version of any prepared 2nd lvl spell, the normal version of any prepared lvl 3 spell, or the Diminished version of any prepared lvl 4 spell!
Wow, that's a lot of choices! But wait, you can still weave and unravel spell slots! You can exchange a 3rd level slot for 2 2nd lvl slots! Or you can trade all 3 3rd lvl slots for a 4th lvl slot! You can see it is an extremely versatile system!
However, I went 1 step further and made a house-rule that does away with all the individual spell slots and tracking by each level. Instead, for casting, I just went with a spell point pool. It is even easier to use, IMHO.