Here's
a bit more discussion of some of the general issues I
faced as I began designing Arcana Unearthed. If
you haven't read part one yet, take
a look.
Balance
While I've no one to blame but myself (and the other 3rd
Edition designers, I suppose), there are some things that
I think are simply unbalanced in the core rules. After
years of further play, I just don't like how they work
anymore. The feat Rapid Shot, for example, is too good.
Giving a character an extra attack per round is a huge
benefit, and the cost (that the foe must be within 30
feet and all your attacks are at -2) is too small. So
Arcana Unearthed doesn't have a feat like that.
Instead, I've created a Rapid Reload feat and a Rapid
Strike feat (for melee attacks) that gives the same sort
of benefit but at a higher cost (the extra attack is only
usable in limited situations and isn't at your highest
attack bonus).
That
means, however, that the Rapid Reload feat is basically
inferior to Rapid Shot. DMs using Rapid Shot in their
games won't even want to consider it (unless they allowed
a character to have both -- which makes me shudder). I've
had to make a few decisions in my design of this variant
player's handbook that are just good for the game overall,
if mixed liberally with the standard core material, will
just seem weak. That's intentional. I know I'll see plenty
of emails or letters that ask, "Why would I ever
want to use X out of your book when Y in the PH is so
much better?" The answer, of course, is that I don't
think you should use Y.
And
so what is Y? Lots of spells -- harm, haste,
true resurrection, find the path, and more. A few
feats, like the aforementioned Rapid Shot. Some of the
stuff you can get with summon monster or planar
ally. And more. You won't find them in Arcana Unearthed,
at least not in the forms you're used to.
Does
that mean that compared to standard characters, Arcana
Unearthed characters are going to just suck for the
sake of balance? No. Then they wouldn't be balanced, would
they? No, I've just had to find new ways to make characters
balanced in different ways. For one thing, you'll find
that characters are more flexible. More classes get more
skill points and more opportunities to choose feats. But
I'm getting ahead of myself. Basically, I've seen the
min-maxers at work, and I'm trimming out of the game system
the worst violations and adding in more flexibility and
customization to make up for it.
Using
the DM
To try to explain some of the things I'm attempting to
do with Arcana Unearthed (and the books that follow
it), I'll occasionally have to back up a bit and explain
some things that we did with the core rules. One thing,
for example, that we tried to do was to "take the
DM out of the equation" as much as possible. Now
this has caused its
own share of problems, but the reason we did it was
to make the game as easy as we could for new players.
If the DM has to make a lot of judgment calls, the game
is more difficult to learn. However, it's my belief that
it's also more satisfying. So with Arcana Unearthed,
I've intentionally backed away from that approach a bit.
The champion of freedom, to use him as an example again,
might get a bonus on attack rolls, saves, and checks in
all situations pertaining to freeing captives or struggling
against an oppressor. Although the book does provides
guidance on how to judge such situations, it's ultimately
up to the DM to decide when the champion gets the bonus.
I've
made this decision because Arcana Unearthed isn't
for new players. It assumes at least a moderate level
of experience and maturity. My philosophy is, "You
don't need me to tell you how to play -- I'll just
provide some rules and ideas to use and get out of your
way."
That's
it for this time. Next I think I'll talk a bit about magic...
and psionics.
DESIGN
DIARY PAST ENTRIES
*
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...."