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D&D Home > Rules Miscellany > Official Variants

The Unearthed Arcana (UA) presented a whole host of variant rules for the game. In the interests of making the system I use as clear as possible I now list all these offical variants that I have adopted in the campaign. These variants are available if the player wants to take advantage of them. I do not endorse or encourage these variants in any way. Also listed are the variant rules from the Dungeon Master's Guide just to be complete. I have also listed those variants I have no adopted and (on the whole) given the reason why this is the case.

Accepted Official Variants

Variant Races

  • Aquatic Races (UA p6): general subrace unique to a particular region.
  • Arctic Races (UA p8): general subrace unique to a particular region.
  • Desert Races (UA p11): general subrace unique to a particular region.
  • Jungle Races (UA p13): general subrace unique to a particular region.
  • Races of Air (UA p16): general subrace unique to a particular region.
  • Races of Earth (UA p16): general subrace unique to a particular region.
  • Races of Firce (UA p16): general subrace unique to a particular region.
  • Races of Water (UA p16): general subrace unique to a particular region.
  • Bloodlines (UA p19): the idea is sound, but I use different rules to adjudicate it.
  • Racial Paragon Class (UA p32): a new class option for characters of certain race.

Variant Classes

  • Totem Barbarian (UA p48): these powers are unique to certain barbarian tribes.
  • Bardic Sage (UA p48): available without restriction.
  • Divine Bard (UA p50): yes, but character is a cleric with bard like abilities.
  • Savage Bard (UA p50): available without restriction.
  • Druidic Avenger (UA p51): these powers are unique to certain druidic sects.
  • Thug (UA p51): available without restriction.
  • Monk Fighting Styles (UA p52): yes, but there have been some changes to the specifics.
  • Paladin Variants (UA p53): each variant is attached to a different knightly order.
  • Planar Ranger (UA p55): rare in most campaigns, but otherwise unrestricted.
  • Urban Ranger (UA p55): available without restriction.
  • Wilderness Rogue (UA p56): available without restriction.
  • Favoured Environment (UA p65): this is a fantastic idea, it is now the default ability of the ranger.
  • Whirling Frenzy (UA p66): this power is available to certain barbarian tribes.
  • Planar Banishment (UA p67): this power is only available to certain clerics.
  • Aspect of Nature (UA p67): in principle this does exist, but the mechanics have radically changed.

Building Characters

  • Character Traits (UA p86): these are available although I consider them wholly unnecessary.
  • Character Flaws (UA p91): I am very suspicious this these; will allow for the present.
  • Spelltouched Feats (UA p92): available without restriction.
  • Weapon Group Feats (UA p94): this is much better than the normal rules.

Magic

  • Recharge Magic (UA p157): this is very rare, but available to certain new classes.
  • Metamagic Componets (UA p139): yes, but may be limited to certain geographical areas.
  • Legendary Weapons (UA p162): yes, I like the concept.
  • Item Familiars (UA p170): I see no reason why not.
  • Incantations (UA p174): I really like this variant; well done.

Campaigns

  • Taint (UA p189): works very in Iourn - see my interpretation of the rules.
  • Tainted Prestige Classes (UA p191): yes, but there have been some changes.
  • Test-based Prerequisites (UA p210): on the whole this makes sense.

DMG Variants:

  • Sapient Mounts (DMG p23): the mount always acts on the rider's initiative.
  • Striking the cover (DMG p24): this makes sense.
  • Massive Damage based on size (DMG p27): I prefer this variant.
  • Damage to specific areas (DMG p27): I have expanded this variant with my called shot rules.
  • Weapon Equivalencies (DMG p27): this makes sense to me.
  • Saves with different abilities (DMG p35): sometimes this is appropriate.
  • Spell Roll (DMG p36): this is an option available to all spell-casters.
  • Power Components (DMG p36): yes, I like this variant, it could be interesting in play.
  • What disabling a device means (DMG p70): makes sense.
  • New Magic Items (DMG p214): no problems.

Rejected Offical Variants

Variant Races

  • Reducing Level Adjustments (UA p18): use my own rules found here.

Variant Classes

  • Cloistered Cleric (UA p50): this variant is already covered by my new rules for clerics.
  • Battle Sorcerer (UA p56): use the War Mage core class instead.
  • Domain Wizards (UA p57): incompatible with my magic system.
  • Specialist Wizard Variants (UA p59): use my rules for specialist wizards instead.
  • Spontaneous Divine Casters (UA p64): see the Mystic core class instead.
  • Level Check Turning (UA p66): retain original rules.
  • Prestige Bard (UA p69): retain original core class.
  • Prestige Paladin (UA p70): retain original core class.
  • Prestige Ranger (UA p71): retain original core class.
  • Gestalt Character (UA p72): incompatible with house rules.
  • Generic Classes (UA p76): incompatible with house rules.

Building Characters

  • Alternative Skill System (UA p79): this system is a pile of pants.
  • Complex Skill Checks (UA p81): I may call for multiple skill checks to complete a single task, but nothing as complex as this.
  • Craft Points (UA p97): Unnecessarily complicated.
  • Character Background (UA p100): please write a character background, but dear god not like this.

Adventuring

  • Defence Bonus (UA p109): no, don't like this.
  • Armour as Damage Reduction (UA p111): tried it before, I prefer the normal rules for combat.
  • Armour Damage Conversation (UA p112): very silly.
  • Injury System (UA p113): this invalidates most of the rest of the combat system.
  • Vitality and Wound Points (UA p115): no, we'll stick with simple hit points.
  • Reserve Points (UA p119): an unnecessary complication to the rules.
  • Massive Damage (UA p119): use the size-based threshold from the DMG instead.
  • Death and Dying (UA p121): use my version of these rules.
  • Action Points (UA p122): this gives too much power to the PCs - unluck is a good thing.
  • Combat Facing (UA p124): no!
  • Hex Grid (UA p128): no!
  • Variable Modifiers (UA p129): too silly for words.
  • Bell Curve Rolls (UA p132): there's a reason why I don't run GURPS.
  • Player Roll all the Dice (UA p133): I'm not going to dignify that with a response.

Magic

  • Magic Rating (UA p135): this makes absolutely no sense.
  • Summon Monster Variants (UA p136): use my house rules instead.
  • Spontaneous Metamagic (UA p151): use my house rules instead.
  • Spell Points (UA p153): use my house rules instead.

Campaigns

  • Contacts (UA p179): roleplay!
  • Reputation (UA p180): roleplay!
  • Honour (UA p185): roleplay!
  • Sanity (UA p213): use my own rules.
  • Level Independent XP Awards (UA p213): use my own rules.

DMG Variants

  • Roll initiative each round (DMG p22): too dice heavy.
  • Automatic hits and misses (DMG p25): no I prefer the slim chance of failure or success.
  • Clobbered (DMG p27): penalises low level characters too heavily.
  • Instant Kill (DMG p28): no, invalidates the abilities of some classes, see my called shot rules.
  • Softer Critical Hits (DMG p28): no, they are fine as they are.
  • Critical Misses (DMG p28): no, I've never liked that element to any game.
  • Critical success or failure (DMG p34): no, not for skills, there are somethings PCs cannot know.
  • Summoning individual monsters (DMG p37): this blurs the distinction between summoning and calling spells.
  • Free form experience (DMG p39): use my own system.
  • Faster or slower experience (DMG p40): use my own system.
  • Upkeep (DMG p130): this is inappropriate all the time, see section on money and equipment.
  • Seperate ability loss (DMG p290): no use the original.
  • Nonmagical psionics (DMG p297): this makes no sense; psionics must be magical.
  • Less lethal falls (DMG p303): no, screw the PCs.
 
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