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Hardcover Arcana Unearthed #1 Book

ISBN: 1588460657

ISBN13: 9781588460653

Arcana Unearthed #1

Publication Date: July 26, 2003 Series: d20 Generic System Arcana Unearthed is advertised as a variant players handbook for the D20/D & D system, following the Open Gaming License. It was written by... This description may be from another edition of this product.

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Format: Hardcover

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5 ratings

Excellant book, on its own or with others

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.

Advanced Gamers, Rejoice!

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 spe

What the hobby needs

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.

"Fearless and inventive..."

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.

Dungeons and Dragons with a new spin

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.
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