I have always glanced at the Unearthed Arcana pieces and every time there's some extra option or change to charcaters I just kind of skim through it but when they released the "Traps: Revisited" I just fell in love. I want to see more stuff that's helpful to the DM and Players on the idea level that involve less with monkying with the existing classes. I know they're all just "play test" ready and not "official material" but it's way more confusing to try to keep up with all the new classes/abilities/backgrounds/etc. that can really throw a wrench in your game at higher levels because it hasn't been properly vetted before being put out there.
I'm a traditionalist, I know. Some people hate that but it's just my opinion. Somebody try to change my mind on Unearthed Arcana or agree with me!
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Isn't the pile of corpses enough of a signature? I think they get the point.
I've fully embraced each and every publication of Unearthed Arcana into my campaign. The revised ranger and artificer are just too good in my opinion! But I think you are right in that it can get overwhelming to keep track of all the new content. This is why only one other player actually follows Unearthed Arcana and no one else in my group actually reads them as they are released. I've found that if I notice a character starting to unconsciously gravitate towards UA content, introducing it to them in-between sessions work well so that they only are exposed to what they want to know!
That does sound like a solid benefit, one person knowing what they contain is easy if that person wants to devour all knowledge on D&D and using that as a stepping stone for other players to evolve towards sounds useful. My main issue with it is that I prefer to sit and get a bunch of new knowledge at once and know it's been play tested to the nines just to alleviate future issues with balancing or having to make changes to core character traits. Having all the small releases about seemingly random content without any structure makes it harder to get into it and remember what I've ready, maybe adding that content as sub sections here in D&D Beyond would be useful.
The more I think about it the more I think it would be SUPER useful to add that stuff to Beyond. When you're building your ranger why not have an option that says "Click here to enable Unearthed Arcana additions" so you could digest it right there while building what it's related to. Or even a "click here for more info on so&so" would be awesome. Helping put the new data in a format that's useful right when you need it is what I"m trying to get at I guess.
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Isn't the pile of corpses enough of a signature? I think they get the point.
I can see how learning small things very frequently can be a pain especially if those new things are subject to change. I think Wizards of the Coast intends on publishing the official/final playtested material in the future in one package and that the purpose of UA right now is to allow the players to provide input using the surveys that could potentially impact the final product.
The more I think about it the more I think it would be SUPER useful to add that stuff to Beyond. When you're building your ranger why not have an option that says "Click here to enable Unearthed Arcana additions" so you could digest it right there while building what it's related to. Or even a "click here for more info on so&so" would be awesome. Helping put the new data in a format that's useful right when you need it is what I"m trying to get at I guess.
Honestly it's the class options that interest me most.
I'm building a setting as we speak, where I'm allowing some unearthed arcana. Favored soul Sorcerer and Revised Ranger are in by default. I don't know about the rest, I'll have to see what my players want :)
I'm not - nor was I ever - your "obstacle" until you've deemed me as such, nor am I your wallet, my hard earnt money is not yours by deault.
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I will always miss what you were, but I will never miss what you've become.
I'm a theorycrafter at heart, so I've been loving all of the UA. I think 5e did something very right with the focus on class archetypes, as it allows classes to be thematically different without needing to create entirely new classes. It opens up a lot of versatility without relying on either your own or someone else's homebrewing skill. It also gives precedent for various re-fluffs of archetypes or other, smaller modifications. In my eyes that helps both experienced and new players when trying to match mechanics to ideas.
That being said, I allow almost all UA content and even UA multiclassing in my games. I will outright ban some options (or ban their multiclassing) depending on how I feel about the different archetypes, but I try to make things work. It really comes down to the UA adding more tools to my sandbox. Not everyone likes the sandbox so the impact of different UAs will depend on the individuals/tables.
I'm also expecting UA content to be gathered up and published at some point. I'd also like to see the UA be integrated with DnD Beyond. It'd be a great way to keep track of all the newness in between publications.
I allow my players to use any of the material from UA, like all the new Archetypes for the different classes. And if any of my players wanna play a ranger, i point them to the revised ranger, as i feel it's a lot more fun then the standard ranger in the PHB. I've also been itching to try out the Traps revisited.
I will review a UA request by players I might not allow all content to be used. Sometimes because I don't think its balanced or sometimes it just does not fit the world
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Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
Big fan of the warlock stuff. The Lore Master wizard has been incorporated as a Sorcerer improvement (revised and added to the base class) because Wizard was overpowered enough already and Sorcerer needed something nice.
I had a Rogue in one of the games I play go with Swashbuckler and he had a lot of fun with it.
I'm pretty sure Swashbuckler isn't from Unearthed Arcana. I know it from SCAG, which I allow at my table.
For whatever silly reason I'm always concerned about the balance of the character options and that's made me weary of UA's added content. I've been at tables where some players have felt useless beside another (even with just the base game!) and it quickly drains out the fun for them. Reading this thread encourages me to look into it a bit more and possibly rethink my stance. Especially with Ranger since the PHB options are already underwhelming.
It was initially in the UA Waterborne Adventures, where it had some slightly rawer descriptions and different feat names (I still prefer Toujours l’Audace to "Rakish Audacity"). The intent for the UA is that they end up in the books, which is what happened with SCAG.
But yeah, Revised Ranger is what Ranger should always have been, and there are a few worth looking into, especially recent Warlock options and some of the previous Rogue ones.
I like a lot of UA, and as a DM if players want to use anything from it they need to meet me halfway on some things. I don't want a new character to outshine any existing strait class characters already in game, so I might tweak an ability, or push it a level or two later.
Also, a lot of the UA classes are heavily frontloaded, so I'm not entirely enclined to allow them for multiclassing. But, I'm always open if it makes a good story and they meet me half way in terms of rules.
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Welcome to the Grand Illusion, come on in and see what's happening, pay the price, get your ticket for the show....
I am loving the Arcane Archer. Lets me be a better sniper for my group.
Another game I am in they let me multi class into Cleric so I could try out the new Forge domain. So far I am finding that to be my favorite as far as the Clerics go. I can't see myself playing as anything else from now on when I chose the Cleric.
I love having choices and options so I allow all of the UA content in my games. The games I"m a player in most of the time it's allowed as long as I talk it through with the DM first. Having a serious OCD and collecting problem though I'm currently writing a reference on classes the incorporates all of the archetypes from all of the UA and other books. At present I'm sitting at 109 archetypes, although one or two might be overlapping and I'll have to clean that up. No more wizard archetypes though please lol, they are sitting at 14 right now....
I've allowed my players to use UA, especially now that I'm running SKT for them (currently on their way to Bryn Shander) and the party has embraced in part or fully some of the things published by UA: from the revised ranger class (which at this point is a must) to my druid taking Circle of the Shepherd for even more beastmaster-type shenanigans. One of my players even took the Gourmand feat for added flavor to his character (pun intended).
So I highly recommend it, especially if you want to come up with some kick ass NPCs. Case in point, I'm thinking that at some point I'll have them (late stage campaign) track down the tomb of an "eternal warrior" who hasn't been seen for 200 years. If they find the tomb they have to resurrect the NPC and they'll discover that he's a barbarian zealot, meaning he's chosen by the Gods to keep on fighting ever eternal (zealot barbarians eschew material costs for any type of resurrection spell).
So yeah, definitely dive into UA because there are some really cool things that you can play around with.
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I have always glanced at the Unearthed Arcana pieces and every time there's some extra option or change to charcaters I just kind of skim through it but when they released the "Traps: Revisited" I just fell in love. I want to see more stuff that's helpful to the DM and Players on the idea level that involve less with monkying with the existing classes. I know they're all just "play test" ready and not "official material" but it's way more confusing to try to keep up with all the new classes/abilities/backgrounds/etc. that can really throw a wrench in your game at higher levels because it hasn't been properly vetted before being put out there.
I'm a traditionalist, I know. Some people hate that but it's just my opinion. Somebody try to change my mind on Unearthed Arcana or agree with me!
Isn't the pile of corpses enough of a signature? I think they get the point.
I've fully embraced each and every publication of Unearthed Arcana into my campaign. The revised ranger and artificer are just too good in my opinion! But I think you are right in that it can get overwhelming to keep track of all the new content. This is why only one other player actually follows Unearthed Arcana and no one else in my group actually reads them as they are released. I've found that if I notice a character starting to unconsciously gravitate towards UA content, introducing it to them in-between sessions work well so that they only are exposed to what they want to know!
That does sound like a solid benefit, one person knowing what they contain is easy if that person wants to devour all knowledge on D&D and using that as a stepping stone for other players to evolve towards sounds useful. My main issue with it is that I prefer to sit and get a bunch of new knowledge at once and know it's been play tested to the nines just to alleviate future issues with balancing or having to make changes to core character traits. Having all the small releases about seemingly random content without any structure makes it harder to get into it and remember what I've ready, maybe adding that content as sub sections here in D&D Beyond would be useful.
The more I think about it the more I think it would be SUPER useful to add that stuff to Beyond. When you're building your ranger why not have an option that says "Click here to enable Unearthed Arcana additions" so you could digest it right there while building what it's related to. Or even a "click here for more info on so&so" would be awesome. Helping put the new data in a format that's useful right when you need it is what I"m trying to get at I guess.
Isn't the pile of corpses enough of a signature? I think they get the point.
Honestly it's the class options that interest me most.
I'm building a setting as we speak, where I'm allowing some unearthed arcana. Favored soul Sorcerer and Revised Ranger are in by default. I don't know about the rest, I'll have to see what my players want :)
I'm not - nor was I ever - your "obstacle" until you've deemed me as such, nor am I your wallet, my hard earnt money is not yours by deault.
Je suis Consumer - We are the foundation, the floor beneath your rug. our support is the fate of every retail product, business, and franchise. for success you need support.
I will always miss what you were, but I will never miss what you've become.
#OpenDnD #CanceltheSub #DnDBegone.#NeverForgive #NeverForget
I'm a theorycrafter at heart, so I've been loving all of the UA. I think 5e did something very right with the focus on class archetypes, as it allows classes to be thematically different without needing to create entirely new classes. It opens up a lot of versatility without relying on either your own or someone else's homebrewing skill. It also gives precedent for various re-fluffs of archetypes or other, smaller modifications. In my eyes that helps both experienced and new players when trying to match mechanics to ideas.
That being said, I allow almost all UA content and even UA multiclassing in my games. I will outright ban some options (or ban their multiclassing) depending on how I feel about the different archetypes, but I try to make things work. It really comes down to the UA adding more tools to my sandbox. Not everyone likes the sandbox so the impact of different UAs will depend on the individuals/tables.
I'm also expecting UA content to be gathered up and published at some point. I'd also like to see the UA be integrated with DnD Beyond. It'd be a great way to keep track of all the newness in between publications.
I allow my players to use any of the material from UA, like all the new Archetypes for the different classes. And if any of my players wanna play a ranger, i point them to the revised ranger, as i feel it's a lot more fun then the standard ranger in the PHB. I've also been itching to try out the Traps revisited.
Placeholder Snek
I am looking forward to a Teifling Warlock Hexblade I've been working on. And any time Warlocks get a new Patron, I'm all for it.
I may be biased though. ;)
I will review a UA request by players I might not allow all content to be used. Sometimes because I don't think its balanced or sometimes it just does not fit the world
Life before death. Strength before weakness. Journey before destination. I will protect those who cannot protect themselves, I will protect even those I hate so long as it is right.
Big fan of the warlock stuff. The Lore Master wizard has been incorporated as a Sorcerer improvement (revised and added to the base class) because Wizard was overpowered enough already and Sorcerer needed something nice.
The Ranger Revisited to me is essential for using the class. Makes it so much better.
I had a Rogue in one of the games I play go with Swashbuckler and he had a lot of fun with it.
I haven't done it yet, but I really want to use the Mass Combat rules for a battle.
It was initially in the UA Waterborne Adventures, where it had some slightly rawer descriptions and different feat names (I still prefer Toujours l’Audace to "Rakish Audacity"). The intent for the UA is that they end up in the books, which is what happened with SCAG.
But yeah, Revised Ranger is what Ranger should always have been, and there are a few worth looking into, especially recent Warlock options and some of the previous Rogue ones.
UA is great love the character options, made a hexblade lock can't wait to try it out!
we have been allowing UA options in. But the DM has to agree that it will not unbalance the party.
I like a lot of UA, and as a DM if players want to use anything from it they need to meet me halfway on some things. I don't want a new character to outshine any existing strait class characters already in game, so I might tweak an ability, or push it a level or two later.
Also, a lot of the UA classes are heavily frontloaded, so I'm not entirely enclined to allow them for multiclassing. But, I'm always open if it makes a good story and they meet me half way in terms of rules.
Welcome to the Grand Illusion, come on in and see what's happening, pay the price, get your ticket for the show....
I am loving the Arcane Archer. Lets me be a better sniper for my group.
Another game I am in they let me multi class into Cleric so I could try out the new Forge domain. So far I am finding that to be my favorite as far as the Clerics go. I can't see myself playing as anything else from now on when I chose the Cleric.
I like playing with these new shiny options when a DM allows. The Cleric of the Forge made me like playing a Cleric again.
I love having choices and options so I allow all of the UA content in my games. The games I"m a player in most of the time it's allowed as long as I talk it through with the DM first. Having a serious OCD and collecting problem though I'm currently writing a reference on classes the incorporates all of the archetypes from all of the UA and other books. At present I'm sitting at 109 archetypes, although one or two might be overlapping and I'll have to clean that up. No more wizard archetypes though please lol, they are sitting at 14 right now....
I've allowed my players to use UA, especially now that I'm running SKT for them (currently on their way to Bryn Shander) and the party has embraced in part or fully some of the things published by UA: from the revised ranger class (which at this point is a must) to my druid taking Circle of the Shepherd for even more beastmaster-type shenanigans. One of my players even took the Gourmand feat for added flavor to his character (pun intended).
So I highly recommend it, especially if you want to come up with some kick ass NPCs. Case in point, I'm thinking that at some point I'll have them (late stage campaign) track down the tomb of an "eternal warrior" who hasn't been seen for 200 years. If they find the tomb they have to resurrect the NPC and they'll discover that he's a barbarian zealot, meaning he's chosen by the Gods to keep on fighting ever eternal (zealot barbarians eschew material costs for any type of resurrection spell).
So yeah, definitely dive into UA because there are some really cool things that you can play around with.