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==4e UA Articles== The very first Unearthed Arcana article for 4th edition was posted in September 2010, in the pages of [[Dungeon Magazine]] #182. Its purpose, according to the article (and the editorial for [[Dragon Magazine]] of the same month) was to explore topics which arenβt easily incorporated into the formal structure of the Dungeons & Dragons game, replace existing rules with variants, or extend the game in other unofficial, experimental ways. '''Dragon #394: The Awakened Psion:''' New mechanics for the [[Psion]] class to allow them to ''delve'', or deeply merge their minds with the minds of those they touch with their psychic powers, an act that comes with both benefits and penalties. '''Dragon #395: Strongholds:''' Rules for building and managing strongholds, castles, forts and other domiciles. Comes with two new rituals; Call Stronghold (teleports your stronghold to you) and Flying Fortress (turns your stronghold into a flying version of itself). '''Dragon #396: Fight or Flight:''' Expanded options for ending a combat encounter, including interruptions, fleeing, and parlay/surrender. '''Dragon #397: Henchmen and Hirelings:''' A return of a classic mechanic, allowing your players to buy their own mooks to fill the role of useful, non-combat grunts and minions. Also includes mechanics for pets and henchmen. '''Dragon #398: Gambler's Games:''' Rules and advice on actually running gambling games as part of your D&D session. '''Dragon #398: Ignorance is Blessed:''' Yeah, this issue had 2 UA articles in it. Add more of a pulp fantasy or sword & sorcery feel to your games by incorporating uncaring, unknowable or underpowered gods for your Divine classes to worship and draw power from. '''Dragon #403: A Hero's First Steps:''' In contrast to earlier editions, where a level 1 character was a complete amateur lucky to get anything done, 4e had 1st level characters be full-fledged heroes, practiced and experienced to around the point of 3rd or 5th level by comparison. This UA article attempted to bring back the old-school feel by allowing you to play a rookie "Level 0" character, so you can work your way up to competence and bad-assery by gaining that first level. '''Dragon #404: A Matter of Honor:''' Introduces the [[Honor]] system as a new mechanic for 4e, fitting into the issue's [[Oriental Adventures]] motif. It does look at honor beyond the stereotypical Bushido, pointing out it also works well for chivalry or just organizational principles, such as forming the code of conduct that lets a thieves guild actually work together. '''Dragon #412: Using Ships in your Campaign:''' The title really says it all, don't it? '''Dragon #420: Unfinished Business:''' Mechanics for playing as a [[Ghost]]. '''Dragon #421: Alternative Multiclassing Rules:''' As the title says, a new form of 4e [[multiclassing]], more closely mimicking the system used in 3rd edition. '''Dragon #422: Building Character:''' Random tables for backstory elements, in an effort to make character backstory generation easier for players. '''Dragon #423: Game Changers:''' An assortment of specific new alternative rules/playstyles; Playing Without XP, Alignment Enforcement, "Going Off The Grid" (going back to measuring things by feet instead of by squares), Grittier Play, High-Octane Games, Superpowered Characters, Playing Without Money, Average or No Damage, and Tougher Deprivation. '''Dragon #424: Achievements:''' Mechanical rules to make it easier to generate those nebulous, non-physical successes or rewards, such as crafting a magical item, blazing a trail, or building a stronghold. '''Dragon #425: Combat Options:''' Alternative rules/playstyles for combat; Fumbles, Injuries, Group Action Phase, Action Options, Action Points, and Variable Defenses. '''Dragon #427: Personality Traits:''' Mechanical rules for character merits and flaws, to add a little more encouragement to give your PC a personality and not just be a bundle of stats. '''Dragon #429: Snips of Scales and Dragon Tails:''' A 4e equivalent to an article that had appeared in 3rd edition Dragon; the manifold valuable uses of different [[dragon]] bodily parts and fluids; Scales, Hide, Teeth, Blood, Powder and Bones. '''Dragon #430: Time Travel:''' A discussion on how to incorporate time traveling into your campaigns, complete with a Time Traveler background and Time Portal ritual that, well, let's you open a portal that leads to a different time. This was followed up in the same issue by a new character theme (Ghost of the Past - you're a character from the past brought to the present, which is your future) and a bazaar of the bizarre full of time-travel related magic goodies. '''Dungeon #182: Curses (Foiled Again):''' Explored the idea of using the iconic fantasy image of curses and hexes that cause worsening debilitation in those so afflicted by using a variation on the 4e core rules for diseases. Contains the Forestfoe Curse, the Fire's Foe Curse, the Satyr's Dancing Curse, the Speechbane Curse, the Curse of Rage, the Curse of Isolation, the Curse of Angelic Torment and the Death Titan's Curse. '''Dungeon #201: The Truth is Out There:''' Add a dash of [[Spelljammer]] meets [[Science Fantasy]] to your setting by using [[aberration]]s as alien visitors from other worlds, rather than the [[Far Realm]]. Includes stats for Grays as monsters. '''Dungeon #204: Less Death, More Danger!:''' Expanded rules for injuries as a combat subsystem, including new recovery rules for post-combat.
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