TheArms and Equipment Guide is the name of two supplementary rule books for theDungeons & Dragons fantasyrole-playing game. Each describes various equipment that can be used in acampaign.
| Author | Grant Boucher,Troy Christensen,Jon Pickens, John Terra, and Scott Davis |
|---|---|
| Genre | Role-playing game |
| Publisher | TSR |
Publication date | 1991 |
The originalArms and Equipment Guide explored and expanded the second editionAdvanced Dungeons & DragonsPlayer's Handbook equipment lists in detail.[1]
The originalArms and Equipment Guide was designed byGrant Boucher,Troy Christensen,Jon Pickens,John Terra, andScott Davis.[1] It was intended for the 2nd edition ofAdvanced Dungeons & Dragons, and was published in 1991. The book was edited byAnne Brown and Jon Pickens. Interior artists includedDaniel Horne,Erik Olson,Keith Parkinson,Michael Weaver,Kelly Freas, Laura Freas,Mark Nelson,Karl Waller,Valerie Valusek,Stephen D. Sullivan,Ken Frank, andNed Dameron.[2]
Keith Eisenbeis reviewed the product in the February 1992 issue ofWhite Wolf.[3] He rated it at 2 of 5 points, calling it "a disappointing product" in that it was useful, but fell short in the amount of information and quality of illustrations for the cost.[3]
Rick Swan reviewedArms and Equipment Guide forDragon magazine No. 192 (April 1993).[1] He suggested this book "has the answers" for "AD&D game players baffled by the differences between chain mail and brigandine armor, and who don't know a bardiche from a barbell".[1] He said that the designers "probe the mysteries of thePlayer's Handbook equipment lists in lavish detail. Practical applications complement the colorful descriptions, making this particularly useful for players who want to know exactly how weaponblack or stirrups affect the game".[1] He complained of too many unlabeled illustrations and the absence of an index, saying that they "mar this otherwise first-rate reference".[1]
DieHard GameFan said that "I can't think of any circumstances where I would not recommend this book. It succinctly and authoritatively describes so many fantasy objects taken from medieval eras that, unless you already know all of this stuff and more, would simply be necessary if you even want to know what you are talking about when discussing armor, weapons, and equipment."[4]
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![]() Cover ofArms and Equipment Guide | |
| Author | Eric Cagle,Jesse Decker,Jeff Quick,Rich Redman,James Wyatt |
|---|---|
| Illustrator | Eric Peterson (cover);Dennis Cramer,David Day,David Martin,Scott Roller,Sam Wood (interior art) |
| Language | English |
| Subject | Dungeons & Dragons supplement on items |
| Genre | Role-playing game |
| Publisher | Wizards of the Coast |
Publication date | March 2003 |
| Publication place | U.S. |
| Media type | Print (Hardback) |
| Pages | 160 |
| ISBN | 978-0-7869-2649-7 |
Thed20 system, 3rd edition version of theArms and Equipment Guide was printed in 2003 and was designed byEric Cagle,Jesse Decker,Jeff Quick, andJames Wyatt. Cover art was byEric Peterson, with interior art byDennis Cramer,David Day,David Martin,Scott Roller, andSam Wood. This book has an introduction, six chapters, and an appendix containing random treasure tables. Chapters are "Weapons and Armor", "Adventuring Gear", "Vehicles", "Hirelings and Creatures", "Magical Items", and "Special Magical Items".
The first section of the book is concerned with mundane weapons and armor. It introduces many new weapons, such as the Gyrspike, asword with a spiked ball attached to the hilt by a chain. As well, the section lists the different weapons used throughout the different cultures and time periods, and the names they were known by. It describes several different materials for use in creating weapons or armor, such asbronze andcoral.
This second lists the details and price of clothing, candles, alchemical items, and otheradventuring necessities; the section consists of approximately 145 items. Also included is a discussion oneconomic systems in the fantasy world.
A wide range of vehicles are discussed in this section, from nautical wind-powered ships and horse-drawn carriages, tozeppelins andtriceratops. Rules are given on how to control mounts, and what happens when two vehicles crash. Severalmagical items are given for the use in vehicles, such as the Wind-Favored Sails.
Prices are given forhirelings of various skill levels. Statistics are also given for cheap to expensive mercenaries, including some fantasy creatures, such aspixies. A section on pets discusses the training ofanimals andlegendary creatures as guard animals and pets. Several new creatures are introduced, such as the Climbdog. Rules concerning mounts, several magic items relating to animal training, and new mounts are proposed.
Many new potions, rings, staffs, rods, and wondrous items are detailed in this chapter, including a new type of potion calledElixir Armor. Made from the essence of creatures with natural armor, it grants the drinker with anarmor class bonus.
A large part of the book focuses on magical weapons. Three pages of weapon abilities is followed by 24 pages of specific magical weapons.
This section contains new intelligent, cursed, andartifact items, the most notable of which include theRegalia of Might and theRod of Seven Parts.