Arms, equipment, and other elements for players and Dungeon Masters to use in any D&D campaign.
This product contains a wide array of new material designed to integrate directly into an existing campaign. Although some of the material has been collected from previous D&D products, the majority of the information here is being presented for the first time. New and expanded rules are included, as well as tables on how to use each of the new elements.
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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.
It has a lot of new equipment for PC's and some handy rules for the use of it. The most useful part of the book and the only part that really differs from the Players handbook and the DMG is the vehicle rules and stats which I had felt was lacking greatly in the original core books.
Unfortunately in the charts for weapons, items, magic items etc, this book does not include any of the stuff from the Players Handbook or the DMG which means you either have to make your own lists or refer to both books if you want the basic stats for any items. This is a small niggle but, it is always nice to know which chart to refer to when you need to know something.
It is a good sourcebook, but if you are wanting anything that is particularly new or exciting then it is not worth the cover price. This book is more an expansion on the old stuff than anything new.