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<blockquote data-quote="Simon Collins" data-source="post: 2009027" data-attributes="member: 9860"><p>This is not a playtest review.</p><p></p><p>Arms & Armor is another full colour rules-orientated sourcebook from Bastion Press, designed to be easily integrated into any fantasy campaign.</p><p></p><p>At $24.95 for 96 pages, this sourcebook comes in on the expensive side probably due to its full colour. The extra expense of the full colour might have been worthwhile if the quality of the art was better, but Bastion continue to use artists with an odd sense of perspective and texture and I consider the art to be poor, and the book overpriced because of this, in terms of the amount of content.</p><p></p><p>Being so rules-orientated, the writing style matches the subject matter. It is concise and to the point. Editing is generally good.</p><p></p><p>The book begins with 4 pages containing statistical tables of new weapons, covering the whole gamut of weapon types from unarmed through to exotic ranged. 120 new weapons are introduced and the next 17 pages give descriptions and matching drawings for them. These run from the mundane (e.g. a small club - for Small characters) through historical (e.g. Scottish claymore) to weird (e.g. a monks cudgel, which resembles a large whisk). There is a proliferation of dual-headed weapons (both weapons with two blades on one end and weapons with a blade on each end - a pick-and-mix of existing weapons cobbled together).</p><p></p><p>The next section offers new weapon qualities (2 pages of random generation tables and 9 pages of descriptions). Thes include such effects as bursts of acid, dark, sun, etc., alterable (weapons which can change their shape), intensity (equivalent of 'keen' for bludgeoning weapons), spell reflection, rust protection and stunning. There are also a number of weapon effects here that are restricted to certain classes (e.g. weapons of inspiration for bards).</p><p></p><p>The next section offers new magical weapons. Class-Oriented Weapons gives two or three magical weapons for each class covering eight pages and including such weapons as a +4 disrupting, weightless warhammer which allows paladins to cast sunburst once a day. There are also some grenade weapons covered. Other more standard magical weapons include the Dagger of Souls, a +1 dagger that allows the wielder to cast a 'trap the soul' spell against a victim upon a successful melee attack once per day. There are also a couple of artifacts.</p><p></p><p>The remainder of the weapons 'chapter' covers three new optional rules - XP for intelligent weapons, double headed weapons that can be separated to act as two single weapons, and special purposes for intelligent weapons (such as extraplanar hunter which restricts use of divine spells and spell-like abilities and banishes outsiders when struck by the weapon, but compels the wielder to hunt down outsiders).</p><p></p><p>There are over 50 new types of armour introduced (2 pages of stat tables and 4 pages of description), ranging from such armour as a bardic cloak through oaken tree bark armour to double-thickness plate. A few extras such as bone armor spikes and a couple of shields are also detailed.</p><p></p><p>Over 100 new armour qualities are also introduced including arrow deflection, magnetic, water breathing, spell absorption and many others (2 pages of random generation tables and 12 pages of descriptions). A few armor accessories such as oil of rust protection are aslo included.</p><p></p><p>The remainder of the armour 'chapter' follows on likewise in the same manner as the sections covered for arms - i.e. magical armour for classes, miscellaneous magical armour, and artifacts, though there are also sections on leggings, and racial masks. The new rules section includes two major additions - a simple but elegant damage reduction rule for armour (i.e. armour does not add to AC, it reduces the damage from successful hits) and rules for shield parries to reduce damage in a similar way, by means of a counterattack using the shield.</p><p></p><p>The remainder of the book gives some examples of martial constructs - amulets that magically expand into armoured constructs, golem armour and a silver-armoured flying equine construct, as well as a brief discussion of three new materials - a glass and two types of wood which can be used to craft arms and armour.</p><p></p><p>Conclusion</p><p>There are a host of new and original ideas for arms and armour in this sourcebook. Where Bastion Press have fallen down before, in the quality of the writing and art, this product is honed towards their strengths - unusual ideas concisely explained with solid stats. This works very well for the subject matter and most of the material in here should be viable to use (or stimulate other ideas) in a fantasy campaign. Many of the items presented in the book are fairly powerful. As with real weapons, it is up to the user to ensure that they are used wisely. The only real negative of Arms & Armor is the price - the book would have been better served to my mind by the use of better quality mono art and a significantly reduced price.</p></blockquote><p></p>
[QUOTE="Simon Collins, post: 2009027, member: 9860"] This is not a playtest review. Arms & Armor is another full colour rules-orientated sourcebook from Bastion Press, designed to be easily integrated into any fantasy campaign. At $24.95 for 96 pages, this sourcebook comes in on the expensive side probably due to its full colour. The extra expense of the full colour might have been worthwhile if the quality of the art was better, but Bastion continue to use artists with an odd sense of perspective and texture and I consider the art to be poor, and the book overpriced because of this, in terms of the amount of content. Being so rules-orientated, the writing style matches the subject matter. It is concise and to the point. Editing is generally good. The book begins with 4 pages containing statistical tables of new weapons, covering the whole gamut of weapon types from unarmed through to exotic ranged. 120 new weapons are introduced and the next 17 pages give descriptions and matching drawings for them. These run from the mundane (e.g. a small club - for Small characters) through historical (e.g. Scottish claymore) to weird (e.g. a monks cudgel, which resembles a large whisk). There is a proliferation of dual-headed weapons (both weapons with two blades on one end and weapons with a blade on each end - a pick-and-mix of existing weapons cobbled together). The next section offers new weapon qualities (2 pages of random generation tables and 9 pages of descriptions). Thes include such effects as bursts of acid, dark, sun, etc., alterable (weapons which can change their shape), intensity (equivalent of 'keen' for bludgeoning weapons), spell reflection, rust protection and stunning. There are also a number of weapon effects here that are restricted to certain classes (e.g. weapons of inspiration for bards). The next section offers new magical weapons. Class-Oriented Weapons gives two or three magical weapons for each class covering eight pages and including such weapons as a +4 disrupting, weightless warhammer which allows paladins to cast sunburst once a day. There are also some grenade weapons covered. Other more standard magical weapons include the Dagger of Souls, a +1 dagger that allows the wielder to cast a 'trap the soul' spell against a victim upon a successful melee attack once per day. There are also a couple of artifacts. The remainder of the weapons 'chapter' covers three new optional rules - XP for intelligent weapons, double headed weapons that can be separated to act as two single weapons, and special purposes for intelligent weapons (such as extraplanar hunter which restricts use of divine spells and spell-like abilities and banishes outsiders when struck by the weapon, but compels the wielder to hunt down outsiders). There are over 50 new types of armour introduced (2 pages of stat tables and 4 pages of description), ranging from such armour as a bardic cloak through oaken tree bark armour to double-thickness plate. A few extras such as bone armor spikes and a couple of shields are also detailed. Over 100 new armour qualities are also introduced including arrow deflection, magnetic, water breathing, spell absorption and many others (2 pages of random generation tables and 12 pages of descriptions). A few armor accessories such as oil of rust protection are aslo included. The remainder of the armour 'chapter' follows on likewise in the same manner as the sections covered for arms - i.e. magical armour for classes, miscellaneous magical armour, and artifacts, though there are also sections on leggings, and racial masks. The new rules section includes two major additions - a simple but elegant damage reduction rule for armour (i.e. armour does not add to AC, it reduces the damage from successful hits) and rules for shield parries to reduce damage in a similar way, by means of a counterattack using the shield. The remainder of the book gives some examples of martial constructs - amulets that magically expand into armoured constructs, golem armour and a silver-armoured flying equine construct, as well as a brief discussion of three new materials - a glass and two types of wood which can be used to craft arms and armour. Conclusion There are a host of new and original ideas for arms and armour in this sourcebook. Where Bastion Press have fallen down before, in the quality of the writing and art, this product is honed towards their strengths - unusual ideas concisely explained with solid stats. This works very well for the subject matter and most of the material in here should be viable to use (or stimulate other ideas) in a fantasy campaign. Many of the items presented in the book are fairly powerful. As with real weapons, it is up to the user to ensure that they are used wisely. The only real negative of Arms & Armor is the price - the book would have been better served to my mind by the use of better quality mono art and a significantly reduced price. [/QUOTE]
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