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14 Reviews
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79 of 81 people found the following review helpful:
5.0 out of 5 stars
Advanced Gamers, Rejoice!,
This review is from: Arcana Unearthed: A Variant Player's Handbook (Hardcover)
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: Races: 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: 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: Equipment: Playing the Game: Magic and Spells: 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.
19 of 20 people found the following review helpful:
4.0 out of 5 stars
Excellent,
By Totoro500 "totoro500" (California) - See all my reviews
This review is from: Arcana Unearthed: A Variant Player's Handbook (Hardcover)
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.
14 of 18 people found the following review helpful:
5.0 out of 5 stars
Excellant book, on its own or with others,
By Gawaine "gawaine" (Bristow, VA USA) - See all my reviews
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This review is from: Arcana Unearthed: A Variant Player's Handbook (Hardcover)
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.
5 of 6 people found the following review helpful:
5.0 out of 5 stars
What the hobby needs,
By
This review is from: Arcana Unearthed: A Variant Player's Handbook (Hardcover)
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.
5 of 6 people found the following review helpful:
5.0 out of 5 stars
"Fearless and inventive...",
By Nerethel (Missouri, USA) - See all my reviews
This review is from: Arcana Unearthed: A Variant Player's Handbook (Hardcover)
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.
2 of 2 people found the following review helpful:
5.0 out of 5 stars
The best magic system ever.,
This review is from: Arcana Unearthed: A Variant Player's Handbook (Hardcover)
The idea of racial levels is great, although some of the races I didn't like so much. But the spells and the magic system is why everyone should buy this book: heightened, ladened, and diminished spells. As well as spell templates, balanced, working fighter-mages, and the witch class that is infinitely better than the Adept class.
Anyone who plays a Magic-User or runs a game with NPC Mages should buy this book.
3 of 4 people found the following review helpful:
5.0 out of 5 stars
This book is awesome!,
This review is from: Arcana Unearthed: A Variant Player's Handbook (Hardcover)
While I was perusing through the "d20" section of my local Border's store, I stumbled across this book. I pulled it out of the shelf, thinking, "Okay, the art seems cool; does it have the content to back it up?" I quickly found that it did. First of all, I must say that Monte Cook is a pure genius! He really knows how to make a fantasy campaign setting (if only he had also worked on Forgotten Realms - that's already sweet, and he would have made it even better...).
After being a player and a DM a million times in the standard 3rd (or 3.5) edition settings, looking through this book really got me excited. Everything in it is so new, so fresh, so creative, while still retaining the original "D&D spirit", that it makes the game so much better. The races are extraordinarily awesome, especially because it takes you away from the standard elves, dwarves, halflings, and so on. The classes have the same effect; they're much more in-depth and personalized, and again are a digression from the standard classes (fighter, rogue, wizard, etc.). I could go on and on (the magic system, the new feats, truenames, etc.), but that would take too much time. Now, I'm not saying I don't like the 3rd edition or 3.5 set of rules from Wizards of the Coast. I still love that too - I just really like Monte Cook's version as well. I highly recommend this item if you are already familiar with 3rd edition and are willing to try out something new - it's really sweet!
3.0 out of 5 stars
Not Impressed,
Amazon Verified Purchase(What's this?)
This review is from: Arcana Unearthed: A Variant Player's Handbook (Hardcover)
After all I had heard about Monte Cooks books I was not impressed with this book. Yes, it does contain some new crunchy bits but not enough to bother with the money. Most of this book is info you already have in your core D&D books. If you want something worthwhile from Monte - buy Ptolus or anything to do with his world.
4.0 out of 5 stars
This book will add life and power to your game.,
Amazon Verified Purchase(What's this?)
This review is from: Arcana Unearthed: A Variant Player's Handbook (Hardcover)
First off, the BAD: The art in this book it terrible, truly uninspiring. That said, I really enjoy this book! There are tons of great ideas for weapons, armor, feats, spells, and classes that you won't find anywhere else. The author, Monte Cook (who also wrote The Book of Vile Darkness), did a great job in crafting well-conceived races in a well-crafted world. Highly recommended for gamers who want something different.
4.0 out of 5 stars
Great addition,
By Yukio "Going West" (South MS) - See all my reviews
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This review is from: Arcana Unearthed: A Variant Player's Handbook (Hardcover)
I do like the new races and the classes, which were a bit watered down, but did well. The spells and feats, and even talents, nothing really there grabed me but I would still like some sort of guidelines for behavior like an aligment system but this one is good to. OVerall a good addition to any 3.5 campaing and you can edited the races as you'd like. I do like to racial levels that is pretty cool. Not much on errata or fluff. If you want to add a bit more to your 3.5 besides the ususal bread/butter stuff then this would be a great book to use.
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Arcana Unearthed: A Variant Player's Handbook by Monte Cook (Hardcover - July 26, 2003)
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