Arms & Armor Digital

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Tadhg
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Arms & Armor Digital

Post 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.

:)
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Treebore
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Re: Arms & Armor Digital

Post by Treebore »

Well, my old copy is 29 pages versus 54, so they definitely added stuff.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
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Captain_K
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Re: Arms & Armor Digital

Post by Captain_K »

my pdf is 55 pages, I kind of like it.
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Re: Arms & Armor Digital

Post 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.
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Re: Arms & Armor Digital

Post 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.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

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Omote
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Re: Arms & Armor Digital

Post 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. :?

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Re: Arms & Armor Digital

Post by mgtremaine »

LOL.... Cool the Elementalist Arms & Armor..

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Tadhg
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Re: Arms & Armor Digital

Post 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-)
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte

"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax

"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth

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