Encyclopedia of Exotic Weapons

Psion

Adventurer
Encyclopedia of Exotic Weapons

The Encyclopedia of Exotic Weapons is a sourcebook that details a variety of weapons for the d20 System by Fast Forward Entertainment. The book is described as a sequel to Fast Forward's Encyclopedia of Weaponry, though this book is written to 3.5 standards. The book is written by Sean Everette, Alex Jacobs, Lester Smith, Christoffer Trossen, and James M. Ward.

A First Look

The Encyclopedia of Weaponry is a 128 page perfect-bound softcover book priced at $14.99.

The cover of the book uses the same grainy red background that most FFE books use. The cover graphic by William W. Connors depicts a skul and a primitive firearm on a table in front of an array of papers depicting various weapons.

The interior art is black and white. The interior illustrations are by Steve Bryant, though some clip art is used as well. Most of the illustrations are depictions of weapons, presented in a block that appears as if it were penned on a scrap of parchment.

A Deeper Look

The bulk of this book is weapon descriptions. Each weapon has a page or more devoted to it. Each weapon has a basic description, historical information, and game statistics. Some weapons also have a single magical version of the weapon and a snippet of background/story text about the magic weapon, though it does not include magical weapons as regularly as its predescessor.

There are 107 different weapons in all. Most of the weapons are primitive melee and missile weapons of the sort that might be wielded by typical fantasy RPG characters. There are a few more siege weapons and gunpowder weapons in this book than in it's predescessor. There is only one repeated weapon I spotted between the books (the arquebus), but the entries are different.

Most of the basic game statistics are balanced and suitable for play. A few weapons seem like they could have been tucked in under statistics of existing weapons, and some are a little weak. One such unusual case is the tanto, which is a wedge shaped blade used in Japan. It is weaker than a dagger; is does the same damage but no expanded threat range (though it is always masterwork) and requires an exotic weapon proficiency. I really see no reason a tanto would be harder to use than a dagger.

Though there are fewer magical weapon entries than the Encyclopedia of Weaponry, the stats are generally more reasonable and it's more likely you will be able to use some of the magic weapon statistics in lower level games.

Additional supporting material for the book includes a few new feats, a new skill, and gunpowder and artillery rules, which are easy to use and functional. One improvement from the previous volume is that artillerist is listed as a profession skill, easing the task of working the skill into existing games. There is a slight problem in that the class most likely to have it, fighter, lacks the profession skill, but I consider that a flaw of the fighter class. One might want to assume that fighters have access to this skill.

Conclusion

The Encyclopedia of Exotic Weapons is similar to its predescessor with a few improvements. It does present a number of interesting and unique weapons for use in the campaign, and the d20 statistics are mostly solid, though some don't seem very attractive.

Overall Grade: C+

-Alan D. Kohler
 

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The Encyclopedia of Exotic Weapons features not only a wealth of new weapons drawn from history, but game rules that incorporate the unique character of these weapons into the version 3.5 rules for the d20 System. The Encyclopedia of Exotic Weapons presents 107 different weapons, from the Aikuchi to the Blunderbuss to the Zaghnal and each of which is a real historical weapon. Every entry in this book (some of which list multiple versions or variants) includes not only an illustration of the weapon, but also information about who actually used these weapons—and how they used them—along with fictional information for use in any fantasy campaign. Every one of the weapons featured within the Encyclopedia of Exotic Weapons comes directly from our own history.
 

Weird - every time I click on "Edit Comment" it just adds a new blank comment. Sorry about that...

Anyway, I was looking at the preview of this online as a PDF and noticed a couple of weird things:

1) Profession: Artillerist lists Intelligence as the key ability score. I'm assuming this is just a typo? Or do you think they are changing the key ability for this profession since their rules assume that the person uses their Int modifier to their attack rolls?

2) I found the rules for firing siege weapons and cannons to be a little too rules-heavy. The DMG makes the firing of siege weapons based on a Profession (Siege Engineer) check, but the rules in this book assume all sorts of different modifiers, skills, and feats. What's your thought on these?
 

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