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Arms & Armor Digital

Posted: Wed Jun 29, 2016 2:33 am
by Tadhg
Anyone have this?

https://www.trolllord.com/tlgstore/#!/A ... y=11639170

If so, what do you think of it. I believe much has been added . . as compared to the original Arms & Equipment Guide.

Thanks.

:)

Re: Arms & Armor Digital

Posted: Wed Jun 29, 2016 4:06 am
by Treebore
Well, my old copy is 29 pages versus 54, so they definitely added stuff.

Re: Arms & Armor Digital

Posted: Sat Jul 02, 2016 2:48 pm
by Captain_K
my pdf is 55 pages, I kind of like it.

Re: Arms & Armor Digital

Posted: Sat Jul 02, 2016 10:02 pm
by alcyone
So, the old one was by Mike Stewart, and this one is by Davis Chenault, so they are different books.
There are 31 armors, 16 shields, 3 martial arts, 17 clubs, 24 knives, 22 daggers, 8 dagger/knives, 30 double-edged swords, 39 single-edged swords, 7 sword variants, 21 spears, 7 staff/club/similar, 27 axe/mace/hammer, 22 pole arms, 13 rare weapons, 2 missile/thrown, 21 bows, 7 arrows, 9 crossbows. Those counts include variants like small, medium, flanged, etc.

What can you do with more weapons? At the end of the day you only have so many reasonable variants for damage rolls. One thing is you can make the cultures in your campaign world, or certain groups of opponents all use armor and weapons that are unique and identifiable to them. Almost every weapon is described and illustrated, and weapons and armors with various important components or variants have those described.

Some weapons and armor have a "special" section, which will change how some existing things might work in your game if you allow them. Some work better against armor, or metal armor. The buckler offers no protection against missiles.

Some weapons conflict with their PHB equivalent. A PHB Club does 1d6+1 damage. The one in the Arms and Armor guide does 1-2 points and is -1 vs armor. The club is 5gp on the club list and costs nothing on the staff/club/similar list. You can get a balisong as a knife for 25gp and as a dagger for 35gp. Because of how much differs from PHB, you probably want to replace the PHB list with this book if you decide to use it instead of allowing things from it, especially as players will likely just bring in the most advantageous things.

Terms such as "vs armor" (damage? to-hit?), disarm, entangle, pin, etc. are not defined or explained in a single place, so these either build on PHB concepts or the CK has to house rule them.

It doesn't have rules for boomerangs.

Re: Arms & Armor Digital

Posted: Tue Jul 12, 2016 9:11 am
by Treebore
Since I had also bought this in PDF, I checked to see if I had gotten this new version. I have. Everyone who bought the original in PDF likely has this new version, so check your updated PDF's on drivethru/rpgnow.

Re: Arms & Armor Digital

Posted: Tue Jul 12, 2016 3:40 pm
by Omote
I just don't understand how TLG can keep making mistakes like this. They were advised of the mistake on several occasions before this book went to print, and before the .pdf was released to OBS. It's a stupid one for sure. Read the back cover. :?

~O

Re: Arms & Armor Digital

Posted: Tue Jul 12, 2016 5:14 pm
by mgtremaine
LOL.... Cool the Elementalist Arms & Armor..

Re: Arms & Armor Digital

Posted: Wed Jul 13, 2016 3:55 am
by Tadhg
Aergraith wrote:So, the old one was by Mike Stewart, and this one is by Davis Chenault, so they are different books.
There are 31 armors, 16 shields, 3 martial arts, 17 clubs, 24 knives, 22 daggers, 8 dagger/knives, 30 double-edged swords, 39 single-edged swords, 7 sword variants, 21 spears, 7 staff/club/similar, 27 axe/mace/hammer, 22 pole arms, 13 rare weapons, 2 missile/thrown, 21 bows, 7 arrows, 9 crossbows. Those counts include variants like small, medium, flanged, etc.

What can you do with more weapons? At the end of the day you only have so many reasonable variants for damage rolls. One thing is you can make the cultures in your campaign world, or certain groups of opponents all use armor and weapons that are unique and identifiable to them. Almost every weapon is described and illustrated, and weapons and armors with various important components or variants have those described.

Some weapons and armor have a "special" section, which will change how some existing things might work in your game if you allow them. Some work better against armor, or metal armor. The buckler offers no protection against missiles.

Some weapons conflict with their PHB equivalent. A PHB Club does 1d6+1 damage. The one in the Arms and Armor guide does 1-2 points and is -1 vs armor. The club is 5gp on the club list and costs nothing on the staff/club/similar list. You can get a balisong as a knife for 25gp and as a dagger for 35gp. Because of how much differs from PHB, you probably want to replace the PHB list with this book if you decide to use it instead of allowing things from it, especially as players will likely just bring in the most advantageous things.

Terms such as "vs armor" (damage? to-hit?), disarm, entangle, pin, etc. are not defined or explained in a single place, so these either build on PHB concepts or the CK has to house rule them.

It doesn't have rules for boomerangs.
Thanks for the post.

I'm going to pick this up for sure . . . soon!

8-)