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Tome of the Ancients - Accessory 1a: Weapons
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<blockquote data-quote="Messageboard Golem" data-source="post: 2011108" data-attributes="member: 18387"><p>If you create magic weapons, you should get this book.</p><p></p><p>The page count is a little low for my standard "10 pages per $1" guideline for PDF's, but with this product it doesn't matter. When they say they give you 35 new magic properties, they're being completely honest; That doesn't count the dynamic properties such as "Enchantment" where a missile weapon enchants it ammunition at one of three levels.</p><p></p><p>I'm not particularly keen on the new weapons they added, but that's only because I feel that 3rd Edition D&D already provides all the weapons you'll need. I could see where a lot of gamers would like to add weapons to their characters (or NPC's) like the dragon claw, scorpion tail, or artificial claws and fangs... But these things won't be of particular use to me personally.</p><p></p><p>I like the Grand Masterwork designation the book introduces. It's basically a level above Masterwork for those ultra-special items the DM wants to draw attention to. They're expensive and, from a meta-gaming perspective, aren't worth the price to manufacture, but the rule adds an aspect to the game that I didn't realize was missing until now.</p><p></p><p>The random weapon generation charts are high on my coolness scale too. Instead of three levels of "significance" like the DMG offers, this book is based on five levels of significance: Trivial, Minor, Moderate, Major, and Monumental. I like this layer of detail. It allows me more freedom and versatility. Not to mention the detail of the charts. They left out some of the exotic weapons, but mostly just the racial ones. The Orc double axe does appear, though.</p><p></p><p>Overall, the level of detail and usability in this book makes it worth more than I paid. If I'd paid $5, it would receive 4/5 stars, because that's approximately what it's worth. But given the killer price, it gets 5/5 from me.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2011108, member: 18387"] If you create magic weapons, you should get this book. The page count is a little low for my standard "10 pages per $1" guideline for PDF's, but with this product it doesn't matter. When they say they give you 35 new magic properties, they're being completely honest; That doesn't count the dynamic properties such as "Enchantment" where a missile weapon enchants it ammunition at one of three levels. I'm not particularly keen on the new weapons they added, but that's only because I feel that 3rd Edition D&D already provides all the weapons you'll need. I could see where a lot of gamers would like to add weapons to their characters (or NPC's) like the dragon claw, scorpion tail, or artificial claws and fangs... But these things won't be of particular use to me personally. I like the Grand Masterwork designation the book introduces. It's basically a level above Masterwork for those ultra-special items the DM wants to draw attention to. They're expensive and, from a meta-gaming perspective, aren't worth the price to manufacture, but the rule adds an aspect to the game that I didn't realize was missing until now. The random weapon generation charts are high on my coolness scale too. Instead of three levels of "significance" like the DMG offers, this book is based on five levels of significance: Trivial, Minor, Moderate, Major, and Monumental. I like this layer of detail. It allows me more freedom and versatility. Not to mention the detail of the charts. They left out some of the exotic weapons, but mostly just the racial ones. The Orc double axe does appear, though. Overall, the level of detail and usability in this book makes it worth more than I paid. If I'd paid $5, it would receive 4/5 stars, because that's approximately what it's worth. But given the killer price, it gets 5/5 from me. [/QUOTE]
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