I remember when Unearthed Arcana was released for AD&D. It was a huge expansion of the core rules. Weapon Specializations for the fighter class and sub classes, new spells (some of which added to the Illusionists repertoire as I recall - I think my fav was Phantom Armor), new races and new classes.
The Thief-Acrobat reminding me a bit of the original AD&D Bard class, as it was a class that broke the established rules just by it's very existence. It splits off the main Thief class in the middling levels and goes off on a branch of it's own - kinda like a "prestige class" for those in the 3x state of mind. A Thief-Acrobat had some amazing abilities to move around, but his thieving abilities were stalled. I don't recall anyone in any of the groups I played in choosing one.
Cavalier - The "knight" as one thinks of it in romantic literature, this class and the Cavalier-Paladin were pretty impossible to run as written from a "role playing" standpoint. The thing is, the role playing restrictions and hinderances were there to balance the gameplay bonuses and powers. That never happened in games I played in. Maybe because it was our High School years, these powerhouses were unbalanced as all heck.
The Barbarian - fun as all hell to play as a player - D12 HD, super DEX and Con bonuses, xp for destroying magic items (and a horrible XP chart, so you need all those XP) wont adventure with Arcane Casters - played properly one barbarian could destroy a party from within. Two? We killed a campaign the third session in.
Hmmm, next I'll have to hit upon the races.
The Nal'goth - The *Nal'goth *are an Old World Pantheon of Eldritch, god-like entities once known and worshiped within the Old World. As timeless as the Womb Realms thems...
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