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30 of 32 people found the following review helpful:
4.0 out of 5 stars
A good book, 20 Jun 2003
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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