Robert G. McCreary
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I played Arcana Unearthed (the 3.0 version of Evolved, which is 3.5) which is basically the same thing (I have Evolved, just haven't played using it). Evolved just cleaned up some things to match 3.5, and added another class, another race, and some new spells, I think.
The thing to remember is that it is an "Alternate Player's Handbook." Basically, instead of having fighters, rogues, wizards, etc., you have warmains, akashics, magisters, etc. All new classes, all new races, that replace the usual core PHB classes & races. There's really a lot of flavor, and for me, it was a just the thing I needed to refresh D&D for me.
It's not really designed to be mixed with core D&D, though. In particular, the magic system is changed significantly. But there's nothing really preventing you from mixing and matching. The recommendation is that if you do mix, let PHB classes use PHB rules, and let AE classes use AE rules. So no mixing of spells between magisters and wizards. With other classes, there may be some overlap. For example, there are 2 fighter classes in AE: the unfettered (a quick, lightly-armored swashbuckler type) and the warmain (the tank). Why play a vanilla fighter then if you can specialize? Races are easiest to mix of course, just take the AE race and throw it in with the PHB races, which I usually do in my game now. You just have to come up with the flavor for how they interact with the other races, because no PHB races are in AE (except human, of course).
So that was a long post. Long story short (too late!), I really like the flavor of the new classes and races, I like the new mechanics (while still keeping the most basic 3.5 mechanics, like combat, the same). It also has info on the default AE setting if you need a new campaign world, new monsters, magic items, spells, etc. If nothing else, there's plenty of individual things you can steal from it to add your regular D&D game if you don't want to adopt AE hook, line, & sinker.
| varianor |
Anything in particular you'd like to know? I'm a "little" familiar with it. Though the prior post got together a nice summary. You can have AE classes side by side with PH classes in a game. The difference is that AE classes use a slightly different XP chart (10% more to gain level) and get a Talent, which is a slightly more powerful feat, at 1st level only. Many of the AE classes are quite flexible, which is its own form of power. (I will never play a wizard if magister is an option.) Its a game thats good for an experience group because it adds a lot more options onto standard D&D.
Example: Heightened and diminished spells. Each spell gives you access to a lesser and a greater version of it. So once you get third level spells and learn sorcerous blast (fireball equivalent), you also get access to the diminished version which lets you cast a 2nd level spell that targets a single character. It still does d6 of damage though. Then once you can cast 4th level spells, you get the heightened version which lets you cast (in a 4th level slot) a spell that does d8s instead of d6s for damage.
| Lord Vile |
My players and I are big fans of Monte Cook's Arcana Evolved, think of it as 3.75, the magic system is by far superior and better thought out then standard D&D. What my players really like are all the endless options from racial to evolved levels to the replacement levels a PC can choose from when the next level in their choosen class stinks.
In my humble opinion it appears that 4e is going to be borrowing a bit from AE and Mike Mearls creation Iron Heroes (all creations under the umbrella of Malhovic Press).
We recently finished up the Age of Worms in Arcana and will be starting shortly the Savage Tide in the Free Cities in the South.
DitheringFool
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There is a ton of great stuff in there! Best of all you can pick and choose which parts you want to use. Although the spell system is different enough that you should use all (in which case I would strongly suggest the Spell Treasury) or none.
| The-Last-Rogue |
My main questions/concerns was how well it meshed with core 3.5 D&D, as I doubt I will be able to pull my group from this. I am pretty much just scouring the market lately to advance our game via options. If this book has options that enhance a normal 3.5 game, I may take a look if I can find a deal on the book. Thanks for the feedback guys.
| varianor |
There's a lot you can take away for 3.5. I have imported Hero Points, heightened and diminished spells, spell weaving (where you combine lower level spells to get higher level ones), spells readied, exotic weapon proficiencies, exotic armors and weapons. spell templates, Talents, the ritual warrior, and a heckuva lot more right into regular D&D. The races and racial levels are all excellent and can be used right out of the box (except I would nerf dracha a bit).
Good luck getting a copy! They are out of print, no word on reprints, and they are starting to sell for more than cover on eBay.
| BenS |
Well, I'm late to this thread, but I'd just like to 2nd what others have said. I'm using AE for a small, infrequent campaign w/ a buddy, and it's fantastic. Even if you don't use the world Monte provides, you could pull a lot of stuff into your own homebrew. It's a bit hard to find, though, as it's out-of-print. You can get a pdf of the (small bits of) errata on Monte's website if you do get a copy. Highly recommended.
| BenS |
Actually, that's a good point. The pdf is available of AE.
Actually, I was only thinking about the few pages of errata pdf. I didn't think to mention the whole book as a pdf; though thankfully you did. I'll never get a book in pdf form myself, but that's just a personal preference. Some people obviously won't mind. For some, an option is better than no options :)
| Dungeon Grrrl |
We have no problem blending AE (and for that matter Midnight 2nd edition, Worl fo Warcraft, Black Company Campaign Setting, Relcis and rituals: Olympus and the few balanced things out of Swashbucklign Adventures) into our 3.5 games as desired.
for us, the trick is to figure out what is a new element, and what a new rules. New classes and mosnters are elments, and can be ported over. Something like the BCCS warfare rules are new rules. *If* we take a new rule (normally only if it fills a hole we have found in our campaigns), we adapt it so characters from any rules wet can use it (we replace the BCCS "Command" skill with Handle Animal, which then becomes Handle Living Creatures essentially. It is already a class skill for the kinds of people we want t have Command, and handle Animal is underused as is. It may sound weird to you, but it works great for us).
So if you play a AE spellcaster, we treat all your nromal spell options as new elements. But you don't get to automatically take truemnames and do other stuff we may not have allowed yet, and you -certainly- don't get to add spells from other "classes" in other books.