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I have Adventure Vault 2
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4896647" data-attributes="member: 710"><p>Yep, it arrived monday but I had to get it from the post office yesterday. </p><p></p><p>I think there are some interesting items there. </p><p>The item sets, the tatoos and the Immurements are probably the most interesting new concepts. Of course, they were previewed or play-tested in DDI already months ago, so I suppose that many people seem to overlook them as "novel" now. But so far, we had mostly the concept, now we got the implementation.</p><p></p><p>All Item Sets come with some background information (fluff), and in the other item chapters, there are some fluff information on selected items, too. It comes, as previewed, with the background and one or two plot hooks how to introduce the item or elements of its background.</p><p>I think I prefer the group item sets - where everyone in the group can get an item in the set and the group can use the set benefits. </p><p>In one sidebar, they note that some sets contain items from earlier books. Boo for repeating an item, but yay! for allowing the possibility of "old" items to be part of sets.</p><p></p><p>The immurements have a note targeted at RPGA events, but probably generally advisable: Have the terrain already prepared when you plan to use them as a player. </p><p></p><p>A few of the "regular" magic items looked interesting, some with pretty strong properties that might need more "evaluation". I remember one item that allowed you to "share" the benefits of bonuses to defenses that you granted an ally, for example. That seems pretty good. I don't remember off-hand what it was, though, and the book is at home.</p><p></p><p>There are some items that grant Artificer powers and Bard powers from Arcane Power - these items have the power written out in their descriptions. That seems pretty neat and can probably be attributed to the disctinction between "core" and "not core". The Eberron Player Guide and Arcane Power are not core supplements, so while they still find some support in other books, these books don't assume you have them and so reprint the information needed to use them. The bard and artificer powers can obviously be useful even if you don't have bards or artificers.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4896647, member: 710"] Yep, it arrived monday but I had to get it from the post office yesterday. I think there are some interesting items there. The item sets, the tatoos and the Immurements are probably the most interesting new concepts. Of course, they were previewed or play-tested in DDI already months ago, so I suppose that many people seem to overlook them as "novel" now. But so far, we had mostly the concept, now we got the implementation. All Item Sets come with some background information (fluff), and in the other item chapters, there are some fluff information on selected items, too. It comes, as previewed, with the background and one or two plot hooks how to introduce the item or elements of its background. I think I prefer the group item sets - where everyone in the group can get an item in the set and the group can use the set benefits. In one sidebar, they note that some sets contain items from earlier books. Boo for repeating an item, but yay! for allowing the possibility of "old" items to be part of sets. The immurements have a note targeted at RPGA events, but probably generally advisable: Have the terrain already prepared when you plan to use them as a player. A few of the "regular" magic items looked interesting, some with pretty strong properties that might need more "evaluation". I remember one item that allowed you to "share" the benefits of bonuses to defenses that you granted an ally, for example. That seems pretty good. I don't remember off-hand what it was, though, and the book is at home. There are some items that grant Artificer powers and Bard powers from Arcane Power - these items have the power written out in their descriptions. That seems pretty neat and can probably be attributed to the disctinction between "core" and "not core". The Eberron Player Guide and Arcane Power are not core supplements, so while they still find some support in other books, these books don't assume you have them and so reprint the information needed to use them. The bard and artificer powers can obviously be useful even if you don't have bards or artificers. [/QUOTE]
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