Rating: Summary: Some good stuff, some not so good Review: ...that lists *all* the equipment in it? One still has to fumble around with the PHB and DMG and multiple class or setting books. There is no *difinitive* list of equipment.Also, I was kind of surprised, given the book is hard cover, that it is black and white.
Rating: Summary: Was expecting so much more... Review: First off, let me point out that we're talking of a 152-page hardcover D&D book, and one that's entitled to bring you only the newest in arms and equipment. Unfortunately this book will hardly help you at all, if you want any of this. The book could bring on hundreds of new mundane equipment, but instead wastes too many pages describing its few magic items you'll hardly use, which actually sounds like they forced some irrelevant material in just to make the book a little longer. All chapters seem to miss something. "Weapons and armor" have lots of totally new things, yes, but overlook many usual weapons that you won't find in any other book so far. "Vehicles" has only around 20 vehicles in a total of 18 pages, while the "Mounts" sub-chapterchapter brings you so many creatures you'll never use, that it makes you kind of frustrated. The book is also too confusing. Wanna hire a soldier? If you get into the rules of guilds, market and whatnot, you'll certainly give up, because the variables make it too hard to bother. I don't know, I really favor the old-fashion equipment books they used to make, with hundreds and hundreds of things you'll actually need some day, not just some source of new treasure hoard. I'm sorry for their attempt.
Rating: Summary: Was expecting so much more... Review: First off, let me point out that we're talking of a 152-page hardcover D&D book, and one that's entitled to bring you only the newest in arms and equipment. Unfortunately this book will hardly help you at all, if you want any of this. The book could bring on hundreds of new mundane equipment, but instead wastes too many pages describing its few magic items you'll hardly use, which actually sounds like they forced some irrelevant material in just to make the book a little longer. All chapters seem to miss something. "Weapons and armor" have lots of totally new things, yes, but overlook many usual weapons that you won't find in any other book so far. "Vehicles" has only around 20 vehicles in a total of 18 pages, while the "Mounts" sub-chapterchapter brings you so many creatures you'll never use, that it makes you kind of frustrated. The book is also too confusing. Wanna hire a soldier? If you get into the rules of guilds, market and whatnot, you'll certainly give up, because the variables make it too hard to bother. I don't know, I really favor the old-fashion equipment books they used to make, with hundreds and hundreds of things you'll actually need some day, not just some source of new treasure hoard. I'm sorry for their attempt.
Rating: Summary: Fuzzy Use Review: I bought the 3.0 Arms and Equipment Guide because of the new armor, adventuring gear, clothing table, food and drink prices table, poison table, vehicles, and creatures (mounts, pets, etc). I did not buy 3.0 Arms and Equipment Guide because I was expecting a miracle.
Good thing, too, because the book didn't provide much more than I wanted. Yes, there are hundreds of new weapons and other random things, but everything blurs together in one run-on list. I'm not that fond of the magic weapons list, but the things I did want were there, thus I bought the book.
If you're looking for random information to throw at your DM or include in the game, this can be a helpful book. Don't buy it if you're looking for an awesome addition to your equipment and arms collection, because it probably won't help you much.
Rating: Summary: Some good stuff, some not so good Review: I end up buying too many sourcbooks as i like to collect them. What i actually use from these books rarely justifies the cost. That's the case with the 3rd edition AaEG, a book that has some solid rules and some stuff that makes you scratch your head (such as flippers and a snorkel). Although many people don't care, the art is the same as the splatbooks, and despite being hardcover the book is completely b/w, and not especially great. Sometimes i really miss the full-page color templates from 2nd edition. Anyway, the book is broken down into mundane adventuring items, magical items, and vehicles. The biggest section is the magic items, and while many of them are nice, such as the manticore blade +3 that fires projectiles, a lot of the items are just tried and true and generic "it lets you cast true strike twice per day." Many of the items are gleaned from Dragon and other sourcebooks, but as i lack most of those so it's all new to me. Still, I just can't shake the feeling that i could have thought of that magic item myself without paying someone to tell me...
Rating: Summary: It's like Nicholas the Gift-Giver left his sleigh! Review: I love equipment books. They give you more options, more TOYS to play with. Properly done, they're great for any game. This is fairly well done, too. Arms and Equipment Guide (A&EG) descends from a long line of D&D equipment/specialized rule books, such as Aurora's Whole Realms catalog, Of Ships & Sea, and, of course, the AD&D2 Arms and Equipment Guide. It also collects a lot of things that have appeared in print in other supplements, like weapons from Sword & Fist and magical vehicle equipment from Dragon magazine; while you're (possibly) paying for the same thing twice, you get it all in one place, which is quite handy. If you're looking for anything that can be remotely construed as a possession, this is for you. There are new weapons, new armors (and materials for each), new adventuring gear, detailed rules for mounts, hirelings, and vehicles, and the required magic item section...at 56 pages, the longest section of this 160-page hardcover. The magic item section has elicited most of the comment. There are a bevy of new special weapons, the special properties of which are easily reverse-engineered for use elsewhere. There are a lot of new wondrous items, rods, and rings as well, many of which are rather cheap for what they do. And, of course, you can also now add armor enhancements to your Bracers of Armor, which will be loved by rogues and wizards everywhere. New rules for creating intelligent magic items are included, which have long been needed. Many named intelligent items (such as Black-razor) are included, and there are a few new artifacts (like the Regaliae of Good and Neutrality). In summation, really, it's a nice, nifty book. Just take the things in it with a grain of salt, and get your DM's final say before you make your paired Ringweapons so you can wear four rings at once.
Rating: Summary: don't waste your time Review: I'll keep this short and sweet. Don't waste your time or money on this book. Buy the "Ultimate Equipment Guide" from Mongoose Publishing. It has a lot more stuff and about 80 more pages.
Rating: Summary: don't waste your time Review: I'll keep this short and sweet. Don't waste your time or money on this book. Buy the "Ultimate Equipment Guide" from Mongoose Publishing. It has a lot more stuff and about 80 more pages.
Rating: Summary: don't waste your time Review: I'll keep this short and sweet. Don't waste your time or money on this book. Buy the "Ultimate Equipment Guide" from Mongoose Publishing. It has a lot more stuff and about 80 more pages.
Rating: Summary: Hardly worth it... Review: If you are expecting a comprehensive guide to arms and equipment, this is the wrong book for you. It brushes past those subjects and touches on a bunch of other stuff that has nothing at all to do with the title.
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