Dungeons & Dragons Classics: Every edition available again



roll the dice!
Close
New Account
 
  
 
 
You will lose your chance to get the free product of the week.
One-click unsubscribe later if you don't enjoy the newsletter.
Close
Log In
 
 Forgot password?
 
     or     Log In with your Facebook Account
Advanced Search >

Arms and Equipment Guide (3e)

ADD TO CART
ADD TO WISHLIST >
Watermarked PDF
$26.95
$10.99
Description:

Heroes need to be prepared for anything, which means having the right weapons and gear on hand at all times. The well-stocked pages of this book hold an impressive inventory of merchandise to get you into and out of all manner of trouble:
  1. A caravanload of equipment, trade goods, alchemical items, poisons, mounts, and vehicles;
  2. over 230 magic weapons and armors, such as the flameshroud axe, lance of the unending charge, and vampire hunter armor;
  3. over 125 magic items, including new artifacts, such as elixir armor, rings of the hive mind, the ghost rod, and the bag of endless caltrops; and
    rules for vehicle combat on land, sea, and air.
Within these pages, players and Dungeon Masters will find what they need to outfit their characters for nearly every contingency. To use this accessory, a Dungeon Master also needs the Player’s Handbook and the Dungeon Master’s Guide. A player needs only the Player’s Handbook.
 
*****
 
Product History

Your party of heroes are adventuring through the Underdark when you hear a rumbling beneath your feet. You take battle positions. Through the cavern wall opposite you, rock shatters as a massive purple worm emerges. You're simultaneously hit with a wave of stunning psychic force. The purple worm's mouth gapes open, and you can see that it's piloted by mind flayers - riding inside of its mouth.

Clearly, your DM just picked up a copy of the Arms and Equipment Guide (2003), by Eric Cagle, Jesse Decker, Jeff Quick, and James Wyatt.

So Much Glorious Stuff. New weapons. New armor. New materials from which to make armor and weapons. New equipment, outfits, food and drink, alchemical items, poisons, commodities, air vehicles, land vehicles, water vehicles, mounts (any book with a new magic item named the Amulet of Ooze Riding wins a special place in my heart). New rules and details for hirelings, mercenaries, pets, and guard creatures. New magic armor, weapons, potions, rings, rods, staffs, wondrous items, and artifacts such as Wave, Whelm and Blackrazor - including new rules for intelligent and cursed items.

Let it never be said that the Arms and Equipment Guide doesn't have enough content. Even better, it's surprisingly creative content that's just plain fun to use in a game. Mount your villains on an equine golem, give them armor that automatically disarms their foes and a bottle of beetle elixir armor, and they're going to end up being memorable foes.

What this book isn't is an exhaustive list of every bit of equipment out there. It is full of new and updated material, some of it reprinted or adapted from Dragon articles, and doesn't try to recap everything that's been printed before.

Good Advice. Interesting, I find the advice just as valuable as the new gear. There's wisdom and support for running low-magic (or no-magic) and low-tech campaigns. There's descriptions of how weapons, armor, and technology evolved. There's a brief treatise on trade goods and economic systems, including rules for what happens in a time of desperate need vs. a time of oversupply. There's extensive advice on vehicle use within a fight, focusing on how they're made, steered and damaged. Information about hiring guilds, mercenaries and hirelings is substantial, and a list of new commands for pets adds some useful variation to their role in a fight.

The result is a book that's as smart as it is useful. I find myself reading it as much for the game design insight as for the creative magic items and mounts, and that's something of a surprise and a triumph in a rules niche that's known for being dry and fairly straightforward.

I wonder if that's not something of a caution as well. By its nature, the supplement splits its attention between surprising and effective new high fantasy ideas (such as the aforementioned use of a purple worm mount and cyst saddle) and rather low-powered and gritty objects, such as new gear that gives a small bonus when adventuring. Finding the right thematic tone here is hard, and I think the authors worked hard to stay consistent throughout.

Source of Inspiration. You can tell a worthwhile sourcebook when you read it and immediately have multiple good adventure ideas. The Arms and Equipment Guide falls into this category, and then some. This isn't a book that every player in the group needs, but it's one that the DM will want to have and share; there are too many good ideas contained within to do otherwise.

About the Creators. Eric Cagle is a game designer who has worked for Wizards of the Coast and has been a frequent contributor to Dragon magazine. His work includes D&D, Star Wars, Warhammer, Pathfinder, and d20 Modern.
 
Jesse Decker is an author, designer and editor who is currently director of of Organized Play at Wizards.
 
Jeff Quick describes himself as the most experienced guy you've never heard of in the gaming industry, having worked for Wizards, WizKids, AEG, Paizo, and others.
 
James Wyatt is an award-winning game designer and a former United Methodist minister, and is one of the designers of the Eberron Campaign Setting.

About the Product Historian

History and commentary of this product was written by Kevin Kulp, game designer and admin of the independent D&D fansite ENWorld. Please feel free to mail corrections, comments, and additions to kevin.kulp@gmail.com.

 Customers who bought this title also purchased
Reviews/Ratings (3)
Discussions (0)
You must be logged in to rate this
Reviews
-
June 12th, 2013
Arms and Equipment provides relatively little that the core rule book does not. Since D&D weapons are little more than carefully balanced stat lines the new new equipment is by and large not only more of the same, but not worth ever taking the exotic [...]
-
August 31st, 2006
Vast information for basic weapon types. Good work with pictures of the weapon described, wich is basically what i was looking for. I have my own damage system anyway, that i have created it using information from various Ad&d books. The add on about [...]
-
December 31st, 2005
The other Arms & Equipment Guide (same thing, different entry) had a review complaining about how pages were missing or out of order. I don't know if this one is the fixed version, or if both have been fixed now, but all the pages appear to be there, [...]
Reviews
 Follow Your Favorites!
NotificationsLog in or create an account and you can choose to get email notices whenever your favorite publishers or topics get new items!










Product Information
Pages
160
ISBN
0-7869-2649-X
Publisher Stock #
881590000
File Size:
5.02 MB
Format
Original electronic
Scanned image
These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.

For PDF download editions, each page has been run through Optical Character Recognition (OCR) software to attempt to decipher the printed text. The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching. However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable. Also, a few larger books may be resampled to fit into the system, and may not have this searchable text background.

For printed books, we have performed high-resolution scans of an original hardcopy of the book. We essentially digitally re-master the book. Unfortunately, the resulting quality of these books is not as high. It's the problem of making a copy of a copy. The text is fine for reading, but illustration work starts to run dark, pixellating and/or losing shades of grey. Moiré patterns may develop in photos. We mark clearly which print titles come from scanned image books so that you can make an informed purchase decision about the quality of what you will receive.
Original electronic format
These ebooks were created from the original electronic layout files, and therefore are fully text searchable. Also, their file size tends to be smaller than scanned image books. Most newer books are in the original electronic format. Both download and print editions of such books should be high quality.
File Information
Watermarked PDF
Adobe DRM-protected PDF
These eBooks are protected by Adobe's Digital Rights Management (DRM) technology. To use them, you must activate your Adobe Reader software. Click here for more details.

Watermarked PDF

These eBooks are digitally watermarked to signify that you are the owner. A small message is added to the bottom of each page of the document containing your name and the order number of your eBook purchase.

Warning: If any books bearing your information are found being distributed illegally, then your account will be suspended and legal action may be taken against you.

Here is a sample of a page from a watermarked book:

File Last Updated:
May 28, 2013
This title was added to our catalog on May 28, 2013.
Publisher Info
Wizards of the Coast
Wizards of the Coast
Publisher Average Rating