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Arcana Unearthed (d20 Generic System) [Hardcover]

White Wolf Publishing Inc
4.5 out of 5 stars  See all reviews (2 customer reviews)

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Product details

  • Hardcover
  • Publisher: White Wolf Publishing (Jan 2003)
  • Language English
  • ISBN-10: 1588460657
  • ISBN-13: 978-1588460653
  • Product Dimensions: 27.9 x 21.8 x 2 cm
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: 1,792,678 in Books (See Top 100 in Books)

More About the Author

Monte Cook
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Customer Reviews

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Most Helpful Customer Reviews
6 of 6 people found the following review helpful
Format:Hardcover
Having read the lengthy discussion concerning Monte Cook's review of D&D 3.5, I couldn't resist seeing what the man himself had come up with. I wasn't disappointed.

In short I would say that Arcana Unearthed succeeds at providing a fresh look at the D&D game. New character races, new magic system, some nice rules tweaks, it does what it says on the cover; it's either a whole campaign world or a fresh injection of new live into your exisiting campaign.

Some favourite highlights for me are;

- the Faen race, which remind me of the Galivespians in Philip Pullman's Dark Materials trilogy.

- The magic system which I can't wait to use and will fit into my campaign really well

- The new character classes, no clerics, fighters or thieves! A genuinely fresh approach.

Any drawbacks? Well, the only problem I see is that people do actually like the orginal D&D game (I'm one of them) so there may be considerable inertia to change to Monte's approach.

If you are the type of person who likes reading D&D books - you MUST HAVE this book.

HUZZAH!

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4 of 4 people found the following review helpful
Format:Hardcover
Unlike a lot of people (that actually play D&D that is), I’m not a huge fan of D&D its self, I find it allows players to conform to stereotypes far too easily. It's restrictive to originality and well I just don't like the feel of it.

Arcana Unearthed is now my most prized book and rarely gets a chance to just sit on my shelf and have the weekend off. It describes its self as an “Advanced Rulebook” and I’d have to agree with that. Monte Cook builds from the foundations that D&D (3e / 3.5e) as set in place, and develops on his own ideas and themes. It certainly is quite different from 3rd edition D&D, the classes leave you with a lot more freedom to take your own direction although all the classes are completely gone some of the new ones do represent the old quite strongly, like the Oathsworn are very much like the monk in principle; Magister is similar to the wizard. The differences are certainly big enough to warrant a new class though, and the idea behind them backs up the changes with justification.

One thing I did notice straight away as that this is not a D20 product, nor on the cover does it even mention that its compatible with D20 or D&D.

This is not a simple rehash of the players handbook with a few changes like 3.5, this is a whole new look at roleplaying, but with the same core mechanics that D&D players will be used to seeing and using.

A few notable changes are:

No alignment.
There is only one type of magic.
Feats, there are a lot of new feats and the introduction of ceremonial feats and talents, you can only get ceremonial talents if you have a true name, talents you can only get at first level…
All races can pick up racial levels where you advance your race like a class (for some races this means becoming another race, but the option is still there).
New equipment and weapons, including new properties.

Finally to quote the back of the book:

“Arcana Unearthed is a new roleplaying game that you already know how to play!”

if your looking for something new that gives you more freedom in the game, without giving you too much to learn, look no further!

Think outside the box/book

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Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com:  14 reviews
79 of 81 people found the following review helpful
Advanced Gamers, Rejoice! 17 Sep 2003
By Matthew Arieta - Published on Amazon.com
Format: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:
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 spell slots per day, and a number of readied spells to choose from. This is kind of like how the 3x sorc handles spells, except your casters will -know- many spells, but only have a certain amount readied at a time. Don't like the spells you have readied? Sit down for an hour and swap them out. This system is flexible, and makes multiclass casters stronger than in D&D 3x, because slots stack. Nearly every spell has heightened and diminished effects. That is, if you cast the spell using a slot 1 level higher or lower, you get different effects -- very cool, and adds a fun new dimension to casting. Via feats (or rarely items), you can add spell templates to spells. There are many different kinds of templates like acid, lightning, corrupted, eldritch, holy, psionic, etc. Think of templates as a new way of handling metamagic feats. I should mention some of the old favorite metamagic feats are also still available in one form or another.

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
Excellent 12 Sep 2003
By Totoro500 - Published on Amazon.com
Format: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
Excellant book, on its own or with others 17 Nov 2003
By Gawaine - Published on Amazon.com
Format:Hardcover|Amazon Verified Purchase
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.

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