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Arms and Equipment Guide (Dungeons and Dragons Accessory)
 
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Arms and Equipment Guide (Dungeons and Dragons Accessory) [Hardcover]

Eric Cagle , Jesse Decker , Jeff Quick , James Wyatt
3.8 out of 5 stars  See all reviews (5 customer reviews)

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Product details

  • Hardcover: 160 pages
  • Publisher: Wizards of the Coast (April 2003)
  • Language English
  • ISBN-10: 078692649X
  • ISBN-13: 978-0786926497
  • Product Dimensions: 27.9 x 21.3 x 1.5 cm
  • Average Customer Review: 3.8 out of 5 stars  See all reviews (5 customer reviews)
  • Amazon Bestsellers Rank: 368,057 in Books (See Top 100 in Books)

More About the Author

James Wyatt
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Customer Reviews

Most Helpful Customer Reviews
30 of 32 people found the following review helpful
A good book 20 Jun 2003
Format:Hardcover
Having read a previous review I felt that I needed to explain a few things about this book.

The book is a solid Tome with lots of new equipment, rules on modifying equipment, and lots of new magical properties and materials (e.g. Elven Leaf armour, or Dwarven Stone armour). It even gives sections on seige weapons, ships and vehicles, which was greatly needed.

Whilst the other review mentioned that much of the information is available in Dragon magazine and other such sources, I need to point out one fact - anyone living outside the states CANNOT get these. If I could, I would subscribe to Dragon magazing and Star Wars Gamer in an instant, but I can't. Therefore, for those of us stuck on this side of the Atlantic, this books is very useful.

The only dark spot for me is that whilst it combines a lot of information, it is a generic sourcebook. In other words, it doesn't cover stuff from any Forgotten Realms books. Thus you still need to get those sourcebooks for Faerun-specific stuff (even though the Khopesh is covered - and that's a Faerunian weapon).

Particularly useful is the section on resizing weapons and creating new martial and exotic weaopons. For example, I had a character that was meant to be a Mulhorandi Temple-Guard, a Fighter-Monk. I determined that his main fighting style would be his fists - however his fists wouldn't hurt anything supernatural, and be dangerous against anything with reach (e.g. an Ogre or Troll), therefore I wanted something that could be enhanced. As a Mulhorandi, I wanted to give him the Khopesh, but it was less damaging than his fists. So I asked my GM and he allowed me to use the rules to make the Khopesh one category larger (a Khopesh-equivalent of a greatsword). Now this allows my character to have a degree of uniqueness, with a fairly-balanced weapon.

A worthwhile having book that opens new options, but not essential by any means.

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8 of 10 people found the following review helpful
Format:Hardcover
The arms and equipment guide is quote misleading title - at least for me. The best (most useful) part is "Vehicles" that describes naval vessels, air vehicles etc and their magical augmentations and so on. There are even rules for equivalent of "The Flying Dutchman"

The book also covers hirelings better than DMG.

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5 of 7 people found the following review helpful
Format:Hardcover
The latest D&D rule book just arrived, and after a good read, I'm feeling more than a little let down. It's a good solid tome (though a little on the thin side), and though it's packed full of weapons, armour, statistics for vehicle combat and a ton of magical items, I already own a lot of the material as it has been published either in Dragon magazine, or in previous rule books.
Having said that, it does at least gather the varying bits and bobs together, and puts them into one place - and the new magical items are pretty cool. However, overall, it's not an essential book by any means - though for die hard D&D fans, it's worth grabbing.
poo :(
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