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The Sage
Procrastinator Most High

Australia
31774 Posts

Posted - 08 Feb 2004 :  12:18:29  Show Profile Send The Sage a Private Message  Reply with Quote  Delete Topic
WotC have posted to their site a number of updates concerning the soon-to-be released D&D accessory, Unearthed Arcana. On offer is UA Team Interview which is a spotlight on the authors involved with producing the tome. Also, there is an excerpt from the new book which details a 'Prestige Paladin' class, a totem barbarian variant, as well as the new optional rules on vitality and wound points. Finally, also available for those interested is a web enchancement that details the variant rule checklist which allows DMs to ascertain the new options to the existing rules.

Enjoy...

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Lord Rad
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United Kingdom
2080 Posts

Posted - 08 Feb 2004 :  14:41:43  Show Profile  Visit Lord Rad's Homepage Send Lord Rad a Private Message  Reply with Quote
Thanks for the info Sage! You obviously learnt to return with news which you have gathered whilst on your journeys outside of Candlekeep

Im quite looking forward to Unearthed Arcana. I always liked the 1st ed. AD&D version of the book. Especially excited about the cantrips secion

If anyone manages to locate this book then please post back on this forum with your views etc.

Lord Rad

"What? No, I wasn't reading your module. I was just looking at the pictures"
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The Sage
Procrastinator Most High

Australia
31774 Posts

Posted - 08 Feb 2004 :  14:57:47  Show Profile Send The Sage a Private Message  Reply with Quote
I was (and still am) a huge fan of 1e Unearthed Arcana. I especially liked the dealing of the paladin class...it really helped to define several more advanced aspects of gameplay in my earlier days.

As for this new edition, I've been eagerly anticipating this book for months. I really want to make use of the wound and vitality points, especially for those games where players enjoy heavy elements of realism, which such options seem to add into gameplay.

As for views on this book, well, I've already got it on order, and it's due to arrive one week after it's official release in the US, so unless someone anticipates receiving it earlier, I'd like to do a review for it...

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Bookwyrm
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Posted - 09 Feb 2004 :  06:51:29  Show Profile  Visit Bookwyrm's Homepage Send Bookwyrm a Private Message  Reply with Quote
Interesting. I can see the totem-barbarian being used in the Realms, despite the barbarian class being somewhat different than the berserker it is in other settings. Players with Uthgardt PCs would be likely to pick it up, anyway. (Hmm, I wonder what the "Tree Ghost" tribe would have? )

As for the vitality/wound point system, I'd heard of it though a list of d20 feats. However, this is the first time I've actually gotten a look at it, and it's . . . interesting. A lot more realistic, I have to say. I don't like the way subdual/non-lethal damage no longer applies, but otherwise this seems a good system. It especially makes even the original Toughness feat a lot more important.

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The Sage
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Posted - 09 Feb 2004 :  10:29:50  Show Profile Send The Sage a Private Message  Reply with Quote
The wound/vitality system's application to the Toughness feat was one of the main reasons for these optional rules. On the WotC forums a while back (I think during the period when the revised rules where still in the formative stages) a lot of players where expressing their feelings that the Toughness feat had very little impact on overall game mechanics. The new optional system in UA, is meant to address that...at least in a small way.

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Lord Rad
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Posted - 09 Feb 2004 :  12:05:30  Show Profile  Visit Lord Rad's Homepage Send Lord Rad a Private Message  Reply with Quote
Shucks! Just read the interview of Unearthed Arcana on the WotC and it seems that there isnt much from the old version to be included in this release! Im sure I read somewhere previous about it having a section on cantrips though!?

Still, im sure it will be a good manual.

Many WotC will redo some of the other old manuals for 3rd edition...

How about a Tome of Magic!? Or two of my favorite 1st edition manuals were Dungeoneers Survival Guide and Wilderness Survival Guide

Lord Rad

"What? No, I wasn't reading your module. I was just looking at the pictures"

Edited by - Lord Rad on 09 Feb 2004 12:06:12
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The Sage
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31774 Posts

Posted - 09 Feb 2004 :  13:10:04  Show Profile Send The Sage a Private Message  Reply with Quote
A new Tome of Magic would definitely be a must, especially with the revised magic system, although I have always hoped that they might oneday (as in 3e) reproduce the DM's Guide to Immortals. That was one of my all time favorite 1e tomes, and the planar frame-work and deity structure that was presented in the book was a great basis to start from when creating your own cosmologies for campaign settings.

I rather liked the whole idea (and concept) behind the Immortals, it's something that originally drew my attention to the Mystara setting when it first appeared...

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The Sage
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Australia
31774 Posts

Posted - 11 Feb 2004 :  13:29:02  Show Profile Send The Sage a Private Message  Reply with Quote
This information comes directly from EN World -
quote:
Wizards of the Coast
Interested in some of the specifics regarding the varient rules to be found in WotC's upcoming Unearthed Arcana? Well, several people in Germany already have the book and were kind enough to provide some snippets of information. Thanks to Omega Minus and Tarril Wolfeye. Page 2 of UA it tells you what's Open Game Content (basically everything except PI and githyanki/githzerai, slaad and yuan-ti bloodlines). Here are the tidbits in no particular order:

Variant Paladins -- The standard paladin is designated as paladin of honor (LG), the new variants are paladin of freedom (CG), paladin of slaughter (CE), and paladin of tyranny (LE).
Players Roll All The Dice -- Each time an enemy attacks a PC, the player rolls a defense check (1d20+character's AC modifiers) against the opponent's attack score (11+enemy's attack bonus). Any time a player casts a spell or uses a special attack that forces the enemy to make a saving throw, he rolls a magic check (1d20+ spell level + ability modifier + other modifiers) against the enemy's fortidude/reflex/will score (11 + enemy's save modifier).

Level Independent XP Awards -- An alternative experience point progression with fixed experience awards for monsters irrespective of character or party level.
Spontaneous Divine Casting -- A variant system for the cleric and the druid. The character's daily spell allotment is the same as a normal cleric's number (not including the domain spells), plus one spell per day of each spell level he can cast. The caster's selection of spells is limited just like a sorcerer's, but a cleric may additionally add his domain spells to the list of spells known, while a druid may additionally add the appropriate summon nature's ally spells. The spontaneous divine casters may choose the same number of spells as the sorcerer. But the spontaneous casting cleric has TWO more spells known per spell level, because he automatically adds his domain spells to his list of spells know, and the spontaneous casting druid has ONE more spell known per spell level, because he automatically adds the appropriate summon nature's ally spell to his list of spells known. Both cleric and druid lose the ability to spontaneously cast cure, inflict, or summon nature's ally in place of other spells.
Racial Paragon Classes -- Racial classes, "how to be more dwarf than any other dwarf". There are drow, dwarf, elf, gnome, half-dragon, half-elf, half-orc, halfling, human, orc, and tiefling paragons. No aasimar though. You may freely multiclass paragon and standard/prestige classes.

Cloistered Cleric -- The non-combat cleric: d6 HD, poor Base Attack, only light armor, more class skills, more skill points, knowledge as bonus domain, bardic knowledge, some more spells from other spell lists.
Thug -- Fighter variant, more skills, only light armor.
Wilderness Rogue -- Some other skills, some other class abilities.
Magic Rating -- Taken instead of caster level, add together. Magic Rating basically allow caster levels to stack for determining spell effects and SR penetration, even non-spellcasters have it.

Recharge Magic - Your spell slots recharge over time and you can then use the same spell again.
Reducing Level Adjustments -- Per three class levels you attain you may buy a reduction to your LA with XP. As you will lose a level you get more XP and in effect will get to higher levels with less XP in total.

Bloodlines -- Ancestors available: Celestial, Demon, Devil, Doppelganger, Black Dragon, Blue Dragon, Brass Dragon, Bronze Dragon, Copper Dragon, Gold Dragon, Green Dragon, Red Dragon, Silver Dragon, White Dragon, Air Elemental, Earth Elemental, Fire Elemental, Water Elemental, Fey, Djinni, Efreeti, Janni, Cloud Giant, Fire Giant, Frost Giant, Hill Giant, Stone Giant, Storm Giant, Githyanki, Githzerai, Hag, Lycanthrope, Minotaur, Ogre, Slaad, Titan, Troll, Vampire, Yuan-ti. There are three bloodline strength - minor, intermediate, and major, giving 5, 10, or 20 special abilities. All of that uses up 13 pages.

Gestalt Characters -- Effectively taking two classes at once: just use all class features and the better of all variable features (for example Base Attack, Base Saves, # of skill points...) You don't use standard classes anymore when using gestalt. There's even 1 full page about adjusting CR of monsters and balancing gestalt characters. It's a totally different world - everyone takes two classes at once. There is a number of especially powerful combos recommended.

Level Check Turning -- Allows you to affect Undead with more HD. It's basically a level check + Charisma modifier vs. 10 + HD + turn resistance + Charisma modifier. There's a maximum number of HD you can turn with a check and the effects are not exactly the same.

Generic Classes - Just three: the Expert, the Spellcaster, and the Warrior. (Expert and Warrior are NOT the NPC classes from DMG). When choosing a class you may choose which saves are good and which are poor. The # of good/poor saves is stated by the class. You may also choose your class skills. All classes get bonus feats, you may choose some class features of the standard classes as bonus feats. Expert: d6; medium base attack; two good saves, one poor save; class skills: any twelve plus Craft and Profession; skill points: 6+Int mod; All simple weapons, one martial weapon, light armor; bonus feats: Lvl 1,2,4,8,12,16,20. Spellcaster: d4; poor base attack; one good save, two poor saves; class skills: any four plus Craft, Knowledge (all), and Profession; skill points: 2+Int mod; One simple weapon, no armor; bonus feats: Lvl 1,5,10,15,20; spellcasting as Sorcerer, fewer spells per day, select spells from cleric, druid, and sor/wiz lists; choose if you are arcane or divine spellcaster - arcane uses Int or Cha, divine uses Wis; you may multiclass between arcane spellcaster and divine spellcaster. The generic spellcaster can choose spells from the cleric, druid, and sorcerer/wizard spell lists. It doesn't matter if he's arcane or divine. You can even choose a Wizard spell as a divine spellcaster or a cleric spell as an arcane spellcaster. Warrior: d10, good base attack; one good save, two poor saves; class skills: any six plus Craft; skill points: 2+Int mod; All simple and martial weapons, light and medium armor, shields (not tower shield); bonus feats: Lvl 1,2,4,6,8,10,12,14,16,18,20. Multiclassing is encouraged and not penalised.

Injury System -- No hp, just 6 conditions: hit, disabled, dying, nonlethal hit, staggered, unconscious.
Vitality Points -- Just like Star Wars d20.
Bell Curve Rolls -- 3d6 instead of 1d20 and what it entails.
Armor Damage Conversion -- Each time you're struck, convert lethal damage equal to your armor bonus to nonlethal damage. You also get Damage reduction against nonlethal attacks equal to your armor bonus. That means in a tavern brawl fists will not really hurt you and against most armored opponents you probably will not kill but just put someone unconscious.
Alternative Skill Systems -- Maximum Ranks, Limited Choices - you choose a number of skills equal to the number of skill points you would get each level. You're assumed to have max ranks (multiclassing is complicated). Level-based Skills - all your class skills: 1d20 + character level + modifiers; all your cross-class skills; 1d20 + modifiers. Both of these systems simplify skills.
Complex Skill Checks -- You need more than one successful skill check to get some things done.
Craft Points -- A way to craft something when there's no campaign downtime. You just spend craft points and money (and XP when crafting magic items) and it's all done in the next morning. you may combine time and craft points. You get new craft points each level and with each item creation feat. There are even some non-magical masterwork item creation feats.
Human Paragon -- 3 level-class, med base attack, good will save, d8 hp, any ten class skills, skill points: 4+Int mod, simple weapons, one martial weapon, light armor, spells/day +1 in lvl 2+3, lvl1: Adaptive Learning - choose one skill to be permanent class skill, lvl2:bonus feat, lvl3:Boost one ability by 2 points.
Item Familiars -- A permanent magic item, that becomes bonded to you, and gains in power, almost like a familiar, it even becomes intelligent eventually.
Sanity -- starts at Wis x5, sometimes you make a sanity check - d% equal or less than your current sanity - on success you don't lose sanity or only a minimal amount, when losing some chunk of your sanity you may go temporary insane or indefinite insane, if you reach -10 you become permanently insane (0 Sanity lets you lose 1 point every round, the Heal skill can stabilize you), there's lot of info about when to make checks and how much you lose, how to get sanity back, and kinds of insanity. All in all it's 16 pages.
Summon Monster Variants -- Themed summoning lists, individualize summoning lists.
Armor Damage Reduction -- Armor gives you damage reduction from 1/- upto 4/-, this stacks with the same DR from other sources (Bbn for example).
Planar Banishment -- Banish Outsider instead of Turning Undead.
Spelltouched Feats -- Feats that a simulate a spell you were exposed to or give you some protection against that spell.
Action Points -- just like d20 Modern, you get APs each level and you may spend them to add 1d6 to a d20 roll, this variant includes some special actions you can get with APs and some effects you can achieve with Feats.
Test-Based Prerequisites -- Instead of needing standard prerequisites for prestige classes and feats you take a test.
Legendary Weapons -- Special weapons that get better if you enter a specific prestige class: depending on the weapon - Battle Scion, Faith Scion, Spell Scion, and Swift Scion. The level you attain in this Scion class determines which abilities of your legendary weapon are active - each level gets you another special ability.

Prestige Bard & Ranger -- Just like the Prestige Paladin, they get 15 levels and +1 spellcasting in 11, or 7 of their levels. All of this means: get your class abilities later, but get better spellcasting than the base class.
Contacts -- Your character has some unnamed contacts, that you may define at any time in the game, giving you access to a friendly NPC. Three types of contact: Information, Influence and Skill contacts. Characters get contacts by class (e.g. Bard every 2nd level); when you get a contact from your class you must select the type of contact, but you don't need to define it further until it's needed. They are an optional rule that everyone gets. They're not overly powerful. They are assumed to come from your characters backstory. This variant doesn't do anything for NPCs you meet in roleplay, they are in addition to contacts.

Domain Wizards -- The domains are: Abjuration, Antimagic, Battle, Cold, Conjuration, Divination, Enchantment, Evocation, Fire, Illusion, Necromancy, Storm, and Transmutation.



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SiriusBlack
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USA
5517 Posts

Posted - 11 Feb 2004 :  14:59:59  Show Profile  Visit SiriusBlack's Homepage Send SiriusBlack a Private Message  Reply with Quote
I found this little tidbit at http://www.gamingreport.com/article.php?sid=11765&mode=thread&order=0

quote:
From the Game Mechanics:

"Not only do TGM authors contribute to official Wizards of the Coast products, but Wizards is also using TGM material in Unearthed Arcana. First, Swords of Our Fathers is cited in the OGL page for Unearthed Arcana


Which leads me to ask.....how much material in UA is reprinted material from TGM material, WOTC, or other companies?
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Lord Rad
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United Kingdom
2080 Posts

Posted - 12 Feb 2004 :  09:33:37  Show Profile  Visit Lord Rad's Homepage Send Lord Rad a Private Message  Reply with Quote
No mention of a section on Cantrips then?

Lord Rad

"What? No, I wasn't reading your module. I was just looking at the pictures"
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SiriusBlack
Great Reader

USA
5517 Posts

Posted - 12 Feb 2004 :  14:14:06  Show Profile  Visit SiriusBlack's Homepage Send SiriusBlack a Private Message  Reply with Quote
For those interested, there is a screensaver and some desktop wallpapers now available featuring art from this product

http://www.wizards.com/default.asp?x=dnd/welcome

Links are about half-way down the page.
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The Sage
Procrastinator Most High

Australia
31774 Posts

Posted - 13 Feb 2004 :  02:14:08  Show Profile Send The Sage a Private Message  Reply with Quote
quote:
Originally posted by Rad

No mention of a section on Cantrips then?

There doesn't appear to be, although there was some chatter on the WotC boards that talked about the fact that some of the contents from the book were omitted due to space restrictions...Maybe there'll be a future Web Enchancement release just for Cantrips.

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Bookwyrm
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4740 Posts

Posted - 13 Feb 2004 :  17:35:33  Show Profile  Visit Bookwyrm's Homepage Send Bookwyrm a Private Message  Reply with Quote
Hmm . . . well . . . .

A lot of weird stuff. Some look kinda interesting. Mostly it just looks like they're trying to satisfy people who don't really roleplay.

Of course, my method requires both character and stats to reflect each other in a manner that makes sense, so I ought to look into some of this. But mostly I think things can be safely ignored.

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SiriusBlack
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USA
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Posted - 14 Feb 2004 :  04:27:06  Show Profile  Visit SiriusBlack's Homepage Send SiriusBlack a Private Message  Reply with Quote
quote:
Originally posted by Bookwyrm

Of course, my method requires both character and stats to reflect each other in a manner that makes sense, so I ought to look into some of this. But mostly I think things can be safely ignored.



I'm in no rush to buy the item myself even though someone just sent me a "Share the Love" Discount from Amazon.Com. Now, if Amazon offers it at 60%, well....maybe. Otherwise, I don't see me purchasing any RPG items until March.
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The Sage
Procrastinator Most High

Australia
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Posted - 14 Feb 2004 :  07:45:02  Show Profile Send The Sage a Private Message  Reply with Quote
And, I'm assuming by 'RPG items until March' would mean the Player's Guide to Faerun...?

I'd like to do that, but I have three other settings to buy supplements for between now and when the PGtF is released.

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SiriusBlack
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Posted - 14 Feb 2004 :  16:37:30  Show Profile  Visit SiriusBlack's Homepage Send SiriusBlack a Private Message  Reply with Quote
quote:
Originally posted by The Sage

And, I'm assuming by 'RPG items until March' would mean the Player's Guide to Faerun...?



Yes, unless Green Ronin's Wood Elf Village product beats them to release. Given how Green Ronin's products that I want always seem to be delayed in layout or printing, I doubt it.
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SiriusBlack
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Posted - 15 Feb 2004 :  03:52:26  Show Profile  Visit SiriusBlack's Homepage Send SiriusBlack a Private Message  Reply with Quote
WOTC has an art gallery up for this product. Check it out at:

http://www.wizards.com/default.asp?x=dnd/ag/20040213a

I liked the Urban Ranger but that's the only one that stood out to me. I see we also have another elf subrace. How many does that make now?
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Arivia
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Canada
2965 Posts

Posted - 15 Feb 2004 :  09:55:02  Show Profile  Reply with Quote
Well, this will help with one of the campaigns I've currently got going. The players are Storyteller system converts, and they've been complaining about a few of the quirks of D&D(especially parts of the combat rules). The generalized classes and action points should help to resolve that(with a few obligatory house rules). I was hoping there would be a point-based spellcasting system, but oh well...Now to finish my kuei-jin for Tuesday...*pops fangs*
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The Sage
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Australia
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Posted - 16 Feb 2004 :  04:18:03  Show Profile Send The Sage a Private Message  Reply with Quote
quote:
Originally posted by SiriusBlack

...I see we also have another elf subrace. How many does that make now? ...

The 'Desert Elf' subrace has been around for a while...if that is what you're talking about...Otherwise, are you just limited that question to the Realms only...?

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SiriusBlack
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Posted - 16 Feb 2004 :  14:53:40  Show Profile  Visit SiriusBlack's Homepage Send SiriusBlack a Private Message  Reply with Quote
quote:
Originally posted by The Sage
The 'Desert Elf' subrace has been around for a while...if that is what you're talking about...Otherwise, are you just limited that question to the Realms only...?




What product first featured the Desert Elves? I know they aren't featured in any Realms product so no wonder I missed their initial publication.
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Bookwyrm
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Posted - 16 Feb 2004 :  17:22:37  Show Profile  Visit Bookwyrm's Homepage Send Bookwyrm a Private Message  Reply with Quote
quote:
Originally posted by The Sage

And, I'm assuming by 'RPG items until March' [...]



What are you refering to?

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The Sage
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Posted - 17 Feb 2004 :  03:57:24  Show Profile Send The Sage a Private Message  Reply with Quote
It's something Sirius wrote -
quote:
Otherwise, I don't see me purchasing any RPG items until March.
I was simply asking if the 'until March' meant Player's Guide to Faerun...

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The Sage
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Posted - 17 Feb 2004 :  03:59:27  Show Profile Send The Sage a Private Message  Reply with Quote
quote:
Originally posted by SiriusBlack

quote:
Originally posted by The Sage
The 'Desert Elf' subrace has been around for a while...if that is what you're talking about...Otherwise, are you just limited that question to the Realms only...?




What product first featured the Desert Elves? I know they aren't featured in any Realms product so no wonder I missed their initial publication.

As far as I remember Desert elves were a rather small branch or offshoot from the standard elven race on Athas...I believe they are detailed in one of the earlier adventures from the 'Pentad' series. They did not possess any psionic talents however, nor did they have access to the kinds of resources their standard cousins do...Well, as much resources as can be had on a world like Athas of course...

I have also read of a race of 'sand' (desert) elves living among the sandy wastes of the Quasielemental Plane of Dust.

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SiriusBlack
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Posted - 17 Feb 2004 :  05:40:04  Show Profile  Visit SiriusBlack's Homepage Send SiriusBlack a Private Message  Reply with Quote
quote:
Originally posted by The Sage
As far as I remember Desert elves were a rather small branch or offshoot from the standard elven race on Athas...I believe they are detailed in one of the earlier adventures from the 'Pentad' series.



Athas? Dark Sun, correct? So, they most likely took this from Dark Sun and used it again within Unearthed Arcana after updating it for 3E?
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The Sage
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Posted - 17 Feb 2004 :  09:11:10  Show Profile Send The Sage a Private Message  Reply with Quote
Athas is the world of Dark Sun yes...As for borrowing the idea, I've simply put it down to the fact that since both 'Dragon' and 'Dungeon' magazines are about to bring us Dark Sun 3.5e, it would only be a short hop to also bring us some of the races from the setting - detailed in a future number of WotC D&D accessories.

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SiriusBlack
Great Reader

USA
5517 Posts

Posted - 17 Feb 2004 :  12:35:38  Show Profile  Visit SiriusBlack's Homepage Send SiriusBlack a Private Message  Reply with Quote
quote:
Originally posted by The Sage

Athas is the world of Dark Sun yes...As for borrowing the idea, I've simply put it down to the fact that since both 'Dragon' and 'Dungeon' magazines are about to bring us Dark Sun 3.5e, it would only be a short hop to also bring us some of the races from the setting - detailed in a future number of WotC D&D accessories.




Hey, as long as people enjoy the material, doesn't matter where it came from. I was just a little amused because when this item was announced, a poster on ENWorld got upset because I suggested Unearthed Arcana would have material from other sources that would just be updated to 3.5 ed. You'd have thought I had suggested that he had rolled a 1 on his perform bedroom check. And what is the end result.....Unearthed Arcana at least has some material from a previously published D20 item and now perhaps Dark Sun material as well.
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The Sage
Procrastinator Most High

Australia
31774 Posts

Posted - 18 Feb 2004 :  08:50:16  Show Profile Send The Sage a Private Message  Reply with Quote
Well either way...I'll be happy, and so will Mournblade I think...

There is supposed to be another Web Enchancement for the tome soon anyway. I think it will be presenting more material that was cut from the tome.

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Scribe for the Candlekeep Compendium -- Volume IX now available (Oct 2007)

"So Saith Ed" -- the collected Candlekeep replies of Ed Greenwood

Zhoth'ilam Folio -- The Electronic Misadventures of a Rambling Sage
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The Sage
Procrastinator Most High

Australia
31774 Posts

Posted - 04 Mar 2004 :  07:28:03  Show Profile Send The Sage a Private Message  Reply with Quote
Since there seems to be a slight delay in the delivery of my copy of Unearthed Arcana I was just curious as to whether any of the assembled scribes here at Candlekeep had received their copy yet...?

Let's hear your thoughts on this new accessory...

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Scribe for the Candlekeep Compendium -- Volume IX now available (Oct 2007)

"So Saith Ed" -- the collected Candlekeep replies of Ed Greenwood

Zhoth'ilam Folio -- The Electronic Misadventures of a Rambling Sage
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Lord Rad
Great Reader

United Kingdom
2080 Posts

Posted - 04 Mar 2004 :  08:12:04  Show Profile  Visit Lord Rad's Homepage Send Lord Rad a Private Message  Reply with Quote
quote:
Originally posted by The Sage

Since there seems to be a slight delay in the delivery of my copy of Unearthed Arcana I was just curious as to whether any of the assembled scribes here at Candlekeep had received their copy yet...?

Let's hear your thoughts on this new accessory...




I always get my D&D products from the same store, it wasnt there last weekend (the book, not the store ) but im going down again this weekend in the hope that it (along with a slim chance of Venom's Taste) will be there. Im particulary looking forward to Unearthed Arcana, hope it doesnt disappoint else ill find myself harking back to the good old days of 1st edition AD&D

Lord Rad

"What? No, I wasn't reading your module. I was just looking at the pictures"
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The Sage
Procrastinator Most High

Australia
31774 Posts

Posted - 04 Mar 2004 :  08:24:22  Show Profile Send The Sage a Private Message  Reply with Quote
Hmmm...you'll probably receive your copy before me then. I've just received an email from my online store (about thirty-minutes ago) that shipment has been delayed for at least a week...

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Candlekeep - The Library of Forgotten Realms Lore
http://www.candlekeep.com
-- Candlekeep Forum Code of Conduct

Scribe for the Candlekeep Compendium -- Volume IX now available (Oct 2007)

"So Saith Ed" -- the collected Candlekeep replies of Ed Greenwood

Zhoth'ilam Folio -- The Electronic Misadventures of a Rambling Sage
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Arivia
Great Reader

Canada
2965 Posts

Posted - 04 Mar 2004 :  08:53:28  Show Profile  Reply with Quote
I collected a copy two days ago. I'm quite enjoying it, and I'm already making use of some of the options contained within. Two of my favorite options are metamagic components(You replace the normal components of a spell with a costly component, and the spell has some metamagic feat applied to it.), and daily spell lists(When preparing spells, a spellcaster chooses a number of spells equal to what they can cast at each level, than they can actually cast any combination of these spells during the next day.). The last variant is an especially nice way of giving some more flexibility to spellcasters that have to prepare spells without going the way of spell points(The system for that is also included, just in case anyone's wondering.).
Overall, this has been one of WotC's best releases in quite a while, in my opinion.

Is anyone here interested in a complete go-over of the new variants? I might do so...

Oh, and confirming thoughts from the rest of this book...

Cantrips-No, unfortunately not.
Desert Elves-Yes, in addition to desert dwarves, arctic dwarves, fire elves...they took the time to do them all.

Edited by - Arivia on 04 Mar 2004 08:59:02
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