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Unearthed Arcana (Official Advanced Dungeons and Dragons)
 
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Unearthed Arcana (Official Advanced Dungeons and Dragons) [Hardcover]

Gary Gygax
4.0 out of 5 stars  See all reviews (1 customer review)

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Product details

  • Hardcover: 128 pages
  • Publisher: Wizards of the Coast (Aug 1985)
  • Language English
  • ISBN-10: 0880380845
  • ISBN-13: 978-0880380843
  • Product Dimensions: 26.7 x 22.1 x 1.5 cm
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Bestsellers Rank: 497,502 in Books (See Top 100 in Books)

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Gary Gygax
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Product Description

Synopsis

Includes spells, character classes, magic weapons, and other items used in playing Dungeons and Dragons.

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Most Helpful Customer Reviews
Format:Hardcover
If you are reading this review, and you want to play the new 4th Edition D&D, you have come to the wrong place.

Unearthed Arcana was written in 1985. I was about 10 years old and was playing AD&D, which consisted of the Player's Handbook, Dungeon Master's Guide, Monster Manuals 1 and 2, and the Fiend Folio. That year however, Gary Gygax and Jeff Grubb decided to try to add a further dimension to the 1st Ed game.

This game not only adds dimensions, it adds a number of "fixes" to the game to raise problems that had come about from the initial books.

Problem 1 - the level limits for non-human characters were too low. This book addresses this by giving higher ability score characters higher limits. (GOOD)
Problem 2 - the fighter subclasses do not have distinct enough roles. This book separates the Paladin to become a subclass of Chavalier, and the Barbarian becomes a new class of fighter. Therefore, we have the "knight" style classes, Chavalier and Paladin, and the "warrior" classes - Ranger and Fighter, who get weapon specialisation, and the "tanking" brute class the barbarian. (GOOD)
Problem 3 - charisma is not physicial attractiveness, but personal magnetism. Solution - introduce (redundant) seventh attribute = Comeliness. (BAD)
Problem 4 - characters not heroic enough. Solution - make uber powerful characters who are rewarded for rolling high ability scores. Encourage players to cheat or do anything to raise ability scores. (BAD)

It appears that after Unearthed arcana, for all its great new spells, magic items, class changes, and variation of the races (now you can play a Drow = dark Elf, and history was never the same again) fuelled the creation of mega-powerful characters. Ability scores rise in importance. The new race subtypes add an element of richness into the characters that was welcome. The new classes were generally good (with the exception of the comical Thief-Acrobat) but a DM might wish to be cautious before introducing all the changes here. However, this book is full of something that I see lacking in the newer volumes of the D&D products - imagination.
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Amazon.com:  12 reviews
13 of 14 people found the following review helpful
My favorite roll-playing sourcebook! 5 Mar 2002
By Psychedelic Cowboy - Published on Amazon.com
Format:Hardcover
This is the book that changed a casual passtime into an obsession for me. It adds a new layer of depth and magic to the D&D system. It was here that Dark Elves became player characters, the barbarian was introduced. Paladins became the horsemen they always should have been. Here are advanced spells, weapons & armor, character classes (thief-acrobat, higher level druids, cavaliers, and more), and races. At last you could be more defined that simply "elf" or "dwarf." This book loosened up the system a bit and allowed for player individuality and choice. I love this book so much that I still prefer to play 1st edition D&D-- though I have played many many other systems-- because this book allows for so much freedom and creativity.

I KNOW this book is good, because someone always ends up stealing my copy (the true mark of a book's greatness), but I always replace it-- and it's worth whatever I have paid for it.

It's so good, I think it would make interesting reading for a non-gamer. I gave it five stars because they don't allow six.

Highest possible recommendation.

8 of 9 people found the following review helpful
Gygax's Grand Farewell 2 May 2000
By Kent David Kelly - Published on Amazon.com
Format:Hardcover
This is the final piece in the puzzle that is the AD&D rules - Gary Gygax's last major contribution to the game system, before the diluted 2nd edition came out, is displayed in its full glory here. It's obvious that this is a work for intermediate and advanced players, since some of the races and classes here (and the attribute-rolling system!) are over-powered for easier, beginning campaigns. In addition to the dark races (such as the Drow, Duergar, and Svirfneblin), and the advanced classes (such as the Hierophant, Acrobat, Cavalier and my fave, the Barbarian), there's also new weapons, hundreds of new spells, hundreds of new magical items, the deities of the demi-humans, and much more. It's sure to add an entirely new level to your campaigns!
6 of 7 people found the following review helpful
Truly inspiring ideas 2 July 1999
By Gregg Galante - Published on Amazon.com
Format:Hardcover
This book is one of my favorites from the original edition of AD&D. Unearthed Arcana is an excellent source for ideas for any campaign, and gives that small touch of detail to magic.

The only thing that bothered me was the (optional) addition of the Comeliness stat. It really isn't necessary, and actually creates more havoc with dice rolling than it's worth.

My copy of Unearthed Arcana has long since come unglued at the spine and fallen apart (I eventually tossed it out), but the book is one of the few AD&D 1st ed. references that I would suggest, regardless of what edition you play as a PC or run as a DM.

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