There
are aspects of fantasy roleplaying that rules, inadvertently,
can actually take away. Today I just thought I'd mention
a few things I kept in mind when creating Arcana Unearthed
-- things I wanted to make sure the rules didn't remove
from the fantasy milieu. (There are more, but these are
some that many people forget about.)
Sieges
and Castles
I love castles. And the battle around a castle, or a siege,
is about as cool an event as a DM can put into a campaign.
Rules that don't make living in a defensible castle worthwhile,
or low- to medium-level spells that can bring down a whole
castle wall easily, make this whole aspect of fantasy
roleplaying less fun -- or at least difficult to justify.
Death
People should die. Harsh but true. If the magic of the
game makes it so that people never die (because they are
so easy to heal, cure, or raise), not only does the setting
get really weird, but the feeling of accomplishment for
success diminish right along with the consequences for
failure. Arcana Unearthed has the means to raise
the dead, but they are not as common or simple as in other
games.
Battles
Let's face it: Combat is fun. Action is fun. Rules that
prevent, or rather bypass, whole encounters with a single
die roll, or mechanics that allow a character to simply
end what would otherwise be an interesting encounter with
some special ability, hurt the game.
Now,
this is a tricky one. While there's no fireball
spell, per se, in Arcana Unearthed, a well-placed
area of effect spell with a really lucky roll in certain
circumstances still might take out all the PCs' foes at
once. That's not really what I'm talking about. I'm talking
about things like turning undead.
While
an interesting concept, I've chosen not to include turning
or anything like it in Arcana Unearthed. I don't
like the "with one die roll I determine whether this
encounter is going to be extremely easy or extremely hard"
aspect of turning. And in case you're curious, when we
designed 3rd Edition, we did not balance undead with the
assumption that there was a cleric who could turn in the
party. So taking it out of the game does not necessarily
mess everything up. It just makes undead encounters more
like other encounters. (Undead in Arcana Unearthed
are different than standard undead anyway.)
Interesting
Scars and the Results of Combat
Going into a fortress and finding the commander to be
a grizzled old veteran with a big scar running down his
cheek a patch over one eye and a limp is a scene full
of flavor. But with magical healing in the game, how can
you justify such things? In Arcana Unearthed, magical
healing works differently, and serious wounds -- like
the loss of an eye, for example -- are much harder to
repair. Now, I don't take this as far as having a lot
of complicated and graphic critical charts or anything.
It's much more a flavor issue. If you put in an NPC with
a peg leg, the players don't say, "Why didn't he
just pay the few thousand gold for a regenerate
spell?"
Besides,
I like the grizzled old veteran.
DESIGN
DIARY PAST ENTRIES
*
Still Talking Classes -- March 13,
2003
"I've
saved some of the best classes for last. Let's talk
about the runethane, the mage blade, and the witch...."
*
More Classes -- February 27, 2003
"This
time, I want to tell you about some of the other classes:
akashics, magisters, and greenbonds...."
*
Build a Better Fighter -- February
23, 2003
"The
title this week is facetious. It really should be 'build
a different fighter'...."
*
The Magic Balancing Act -- February
13, 2003
"In
Arcana Unearthed I'm introducing a new method
of magic item pricing. First, I streamlined the item
creation feats..."
*
More Magic -- January 23, 2003
"This
week, I thought I'd talk more about the new magic system
in Arcana Unearthed."
*
Magic -- January 17, 2003
"As
a designer, magic in Arcana Unearthed posed a
huge challenge. I knew that I wanted to ditch the Vancian
system...."
*
Design Decisions, Part Two -- December
24, 2002
"Here's
a bit more discussion of some of the general issues
I faced as I began designing Arcana Unearthed...."
*
Design Decisions, Part One -- December
19, 2002
"Before jumping into another big area of Arcana
Unearthed's design, like classes or the magic system,
I thought I'd discuss some of the general issues I faced
as a designer starting the book...."
*
Arcana Unearthed Races -- December
5, 2002
"I
started with the races. While I knew that the game needed
humans as a basis, I wanted all the other races to be
new. I didn't want to just create dwarf and elf analogs
with different names...."