Re: How much of UA is 'accepted' by the 1E AD&D crowd?
Posted: Mon Sep 26, 2011 12:58 pm
I haven't really checked it out, but I do like weapon spec and cantrips.
http://knights-n-knaves.com/phpbb3/
Mudguard wrote:I haven't really checked it out, but I do like weapon spec and cantrips.
I disagree. Cantrips are great in a system that uses magic points or mana or whatever, but in a Vancian magic system they suck.AxeMental wrote:Actually the idea of cantrips (little displays of magic, like making a spoon levitate) isn't bad as long as they aren't spelled out and don't actually do anything useful.
Well, we used cantrips for awhile. I think playtesting them we found them far too powerful if used creatively, and the tricks got very repetitive (ie predictable). They tended to take the place of good ol' ingenuity (want to distract a guard use tried and true x cantrip, want to hide at first level use y) rather then talking over different ideas. I think of pre-UA low level 1E MUs as a guy with 1 or 2 bullets in a gun. You better fucking make them count and NOT miss (so a big bang but than the show is over). Cantrips made that like a bunch of pellets. Not deadly, but effective if creatively employed, perhaps even more so then the standard spell. This created problems with DMs (where one guy would allow you to pull something off with a cantrip and another say "no way", your abusing the idea). What I would have liked is a cantrip system where you got 1 per level automatically, and you could choose from 100s (or even make them up), with non of them being particularly useful in battle or for destractions. But cleaning up a spilt drink in a tavern, lighting a candle(s), . I'd make them take at least 1/2 round to cast and have to be memorized.godentag wrote:I disagree. Cantrips are great in a system that uses magic points or mana or whatever, but in a Vancian magic system they suck.AxeMental wrote:Actually the idea of cantrips (little displays of magic, like making a spoon levitate) isn't bad as long as they aren't spelled out and don't actually do anything useful.
Say, you didn't roll up an illusionist after all. I guess we can wait for the next death to create a need for a new pc.Alpharius wrote:We're probably going to have to re-start my local campaign soon, and I'm going to be playing an Illusionist for the first time ever - and I'm really looking forward to it!
Still first level.genghisdon wrote:suggest the cleric takes slow poison or snake charm?
The short bow used to be a thief fighter thing, hated to see that go. Also, the original thief you could argue leather referred to either type. We had always allowed it pre-UA based on this lax reading.Matthew wrote:Another fault line in Unearthed Arcana is whether or not thieves should get access to studded armour and short bows. Personally, I think this was one of the better ideas in the book, but not everybody agrees!
Since we started with second edition and rarely used multi-class characters (sign of the munchkin!) we admittedly never really experienced it that way. That said, I think thieves are relatively weak enough and fighter/thieves strong enough to accommodate it.AxeMental wrote: The short bow used to be a thief fighter thing, hated to see that go. Also, the original thief you could argue leather referred to either type. We had always allowed it pre-UA based on this lax reading.
Yeah, the penalties for studded armour are rather heavy, I would probably be inclined to lighten them.Eye of the Beholder wrote: Actually, whenever I've played a thief under UA rules, I'm usually looking for a way to get the "no armor" bonuses instead of using the studded leather penalties.
Might as well ask what swords and armour have to do with thievery, not much is the answer; of course, if the thief is a more unconventional rural sort, a poacher of the king's deer for instance, the bow might have a lot to do with his trade. As far as slings and bows go, the rules seem perfectly reasonable to me. Similar damage, better range and armour penetration for the sling, faster shooting rate for the bow.genghisdon wrote: How the hell does a short bow relate to Thievery? It was simply a power creep move. Leave the archery to warriors & warrior/X characters. The UA could have corrected the disparity between slings & short bow that makes no sense when the sling IRL was mostly superior to the bow. But nope.
As I say, it does seem that the associated penalties are over-severe, to movement especially; not sure we ever made much use of them. Indeed, the thief I am playing in Apprentice's Dragonlance play-by-post has never taken them into account to the best of my recollection.genghisdon wrote: As for extra armor types for Thieves, huzza. How it was implemented, with utterly crippling penalties for an armor ("studded leather") that is probably no worse to encumbrance & agility than leather; that sucks. The UA is crap, even when it shows the glimmerings of good ideas. Implement rules yourself, you cannot likely do worse.