Re: OOC: Table Talk 5
Re: Unearthed Arcana
I pulled this book off the shelf last night just to take a trip down memory lane and to see what (if anything) I might want to include/allow in a game, today.
As I flipped through the book, it was eye opening to see this material 25 years or so after it first appeared. Frankly, I don't think it has aged very well. Probably the most useful items in the book are the additional spells and the expanded demi-human deities.
At a Glance
Expanded Character Race/Class Level Limitiations: Take it or leave it. In 37 years of gaming, I have only seen a handful of occasions where a demi-human character bumped up against the maximum class level.
Expanded Races: Mostly a Greyhawk focus here, but the new races are neat.
New Classes: I only saw Cavaliers and Barbarian in play a few times. Never seen a Thief-Acrobat. I don't have any strong opinions on these classes.
Weapon Specialization: Loved this as a young player, less enamoured by it now.
New Spells: A welcome addition
Alternate Character Generation Rules: Eh..whatever. 4d6, drop lowest works fine.
Comeliness: No
Social Class and Rank: Neat idea, but I have never run a campaign where this was a focus area.
New Treasure: A welcome addition
Demi-Human Deities: Very nice
Pole-Arms: Purely space filler to flush out page count to make a complete signature
Having skimmed through it again, can say I don't think we're missing much by not using UA. Probably will have the spells be accessible, if a caster wants to use them. Other than that, not looking to add anything from UA into the next game.