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47 of 52 people found the following review helpful:
4.0 out of 5 stars It's like Nicholas the Gift-Giver left his sleigh!
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...

Published on March 27, 2003 by Brad Smith

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22 of 23 people found the following review helpful:
3.0 out of 5 stars Some useful stuff, but also ommissions
This book is what it claims to be. No more, no less.

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...

Published on April 12, 2003 by Rabbitbait


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47 of 52 people found the following review helpful:
4.0 out of 5 stars It's like Nicholas the Gift-Giver left his sleigh!, March 27, 2003
By 
This review is from: Arms and Equipment Guide (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Accessory) (Hardcover)
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.

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22 of 23 people found the following review helpful:
3.0 out of 5 stars Some useful stuff, but also ommissions, April 12, 2003
By 
This review is from: Arms and Equipment Guide (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Accessory) (Hardcover)
This book is what it claims to be. No more, no less.

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.

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18 of 20 people found the following review helpful:
3.0 out of 5 stars Some good stuff, some not so good, April 3, 2003
By A Customer
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This review is from: Arms and Equipment Guide (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Accessory) (Hardcover)
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...
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28 of 33 people found the following review helpful:
2.0 out of 5 stars Was expecting so much more..., July 17, 2004
This review is from: Arms and Equipment Guide (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Accessory) (Hardcover)
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.

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13 of 15 people found the following review helpful:
2.0 out of 5 stars It's okay - for the price is it worth it really?, August 20, 2003
By 
guth_r (DuBois, PA) - See all my reviews
This review is from: Arms and Equipment Guide (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Accessory) (Hardcover)
Yeah, it's the Arms & Equipment book for the 3.0 and probably the 3.5 series unless Wizards decides to update it to 3.5 with new wacky items. Basically the book is a little handbook of mercenaries and followers, gadgets like spyglasses and wacky little knives that your characters hold in between thier fingers, and other strange equipment like that. There's also rules for mounts and vehicles. However, this information is fine and dandy but I couldn't justify paying the price the Wizards wants for this book for some wacky gadgets and expanded rules that are already explained in the PHB and DMG. If you have the extra cash, or someone is looking to give you a gift, ask for this book but don't expect much. But if you're spending your own hard earned cash, look somewhere else. This isn't like the 2nd edition Arms & Equipment book that gave rules for cool thief tools and castles. It's just a DM guide to wacky gadgets, vehicles, and mounts. Oh yeah, and how to hire hirelings and mercenaries. Whatever....
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11 of 13 people found the following review helpful:
2.0 out of 5 stars Skim it then Buy it., October 8, 2003
By 
This review is from: Arms and Equipment Guide (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Accessory) (Hardcover)
We purchased this online thinking that it would go into detail on how arms and equpiment are created along with more materials for weapons and armor. Instead, the book is difficult to follow since it spreads out information (as did most 3.0 books) and left us more confused than we started.

As a book titled Arms and Equipment one would expect at least more equipment. However, it was better searching through 2.0 Arms and Equipment and just port the stats over to 3.0 rules.

Being a Player Character that wants to create armor on his own it is really difficult finding the cost for raw materials along with time frame and conditions in which these materials can be constructed. This takes out certain role-playing aspects from the game. As a mage you can certainly have all sorts of information when creating a rod, but when it comes down to basic blacksmithing you are better off coming up with rules of your own.

Unfortunately due to my frustration I was not able to find the pros of this book and will not be able to address them.

If anyone knows otherwise please let me know at mail@darzon.com

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2 of 2 people found the following review helpful:
3.0 out of 5 stars So-So, more helpful for DMs, April 4, 2007
This review is from: Arms and Equipment Guide (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Accessory) (Hardcover)
Like others, I was expecting a lot more out of this book. It described only a small handful of new types of equipment, hardly glossed over new potions/poisons, and was mostly descriptors of specific magic items. Aesthetics-wise, the illustrations were kind of sub-par and the guide was in black and white. It's not a big deal, but the color in the other books added a lot of character this book lacks. It's sort of an insult to injury.

What it did give was a nice handful of new exotic weapons and a handy pricing guide for a DM. If your campaign involves a lot of movement by ship or caravan, there's info on that, and if you have a small group that often hires minions, there's a huge pricing table on NPCs you can hire (everything from healers to jewelers to bodyguards).
If you're in a group, it might be worth it for one person to have the book, especially if you're in a campaign where exotic weapons would be a good spice.
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2 of 2 people found the following review helpful:
4.0 out of 5 stars Some issues, but not a big disappointment, March 8, 2006
By 
Mizar "Miz" (Loomis, California) - See all my reviews
This review is from: Arms and Equipment Guide (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Accessory) (Hardcover)
This books goes over several new weapons (Both martial and exotic) which may be implemented into your D&D campagin. Though it's magical item section was rather disappointingly lax, it however, had useful details on various types of sailing ships, as well as mechanical flying devices.

I would have perfered if it had included some tables to aid in the creation of your own vehicles, but unfortunately I was unable to locate any. All in all, however, it is useful reference, and the various new armor materials, weapons, and more will prove interesting for your campagin if you are willing to pay the price.
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1 of 1 people found the following review helpful:
5.0 out of 5 stars Variety is the flavor of life, and D&D., April 29, 2009
This review is from: Arms and Equipment Guide (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Accessory) (Hardcover)
There are things in this book you'll never find anywhere else and especially not in one place, this book is to be highly valued for that. Within are rules for crafting poison, rules for drinking yourself under the table (as well as the Fortitude saves for a brewery full of drinks), rules for a variety of vehicles that range from hang gliders to war galleys to siege towers, catapults and chariots, and how to handle collisions on ships or attacks against the sail to slow it down. This book even has rules for a variety of mounts from Blink Dogs to a Grey Render. Within these pages there are items both mundane and magical that have not seen a comparison in other books...

I've found this book to add a lot of flavour to my adventures, both as a player and as a DM. Saffron is considered to be the most expensive spice in the world by weight, my DM didn't understand at first why my CN Halfling Rouge wanted to break into and rob a spice shop in the dead of the night, until I showed her the GP value per ounce. As easy to carry as gems and much less security guarding it.

More importantly though, this book can offer a GM the flavor for a setting or an NPC that players will remember. The unique supplies and materials for armor types offer a fresh addition to what can become stale appearances, and if you really want to throw something at your PC's... have the final showdown against the villain who nearly decimated their kingdom (Using a pair of Insatiable Locusts) take place while he is 'riding' inside a gelatinous cube and his thugs are raining arrowy death on the heroes from above. That will catch them completely off guard and be a victory (or defeat) that they talk about for some time to come.

In conclusion, I consider this book a "Must Have" along with Complete Adventurer. Read it, enjoy it, be inspired by it. Perhaps you too can have your Dwarven Fighter ride his own Rust Monster into battle. (Stone Weapons are recommended...)
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5.0 out of 5 stars Great Condition, December 8, 2011
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This review is from: Arms and Equipment Guide (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Accessory) (Hardcover)
The product came exactly as stated and very quickly. The book was flawless and appeared to have never been opened.
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