Arms & Armor 3.5

Ghostwind

First Post
I’m a fan of armament. Just look at my review of E.N.Arsenal - Spiked Chain. However, I was not a fan of Bastion Press’ Arms & Armor book released back in the old days of 3.0 in 2001. The 2001 release had some serious balance issues, introducing, for example, metal-based armors with arcane spell failure of 10% (so mithril versions would have no ASF), and martial weapons that were essentially identical to existing martial weapons, but weighed a little more and dealt +1 or +2 damage.

This is not the case in the revised edition.

First of all, this is a complete book of arms and armor. It really takes advantage of the Open Game License and includes all the weapons & armors from the core rules, as well as compiling magic item abilities from a wide variety of OGL sources. The table for weapon stats is four pages long, and broken up by type (Simple, Martial, Exotic) as well as size (Light, One-Handed, Two-Handed). Every weapon has a short paragraph of descriptive text, even those with no special abilities, making those that are not illustrated easy to imagine. However, these descriptions stretch for 20-some odd pages, and to find the stats for a weapon you find interesting, you often have to guess where it will turn up on the four page table (One-Handed Exotic, or Two Handed Martial, take your best guess, and then flip through the table to actually find it).

The real strength for weapons is not the weapons themselves, but the massive collection of magic weapon qualities. 23 pages of weapon qualities follow, in proper 3.5 formatting regarding creation rules and how they radiate magic for a detect magic. There are still a few weapon qualities in here that I would balk at including in a game, like Stunning: When scoring a critical hit against an opponent, a stunning weapon stuns him for one round, causing him to drop any held items. Creatures immune to critical hits or stunning take no effect from this enhancement. I find this a little potent in play when combined with a keen scimitar, especially for a +1 weapon enhancement. However, a vast majority of these are well-balanced, well thought-out, and well-described in 3.5 rules terms. The abilities don’t feel like they had to be ‘kludged’ into the system, but were written by people who know how the system interacts with itself. These are followed by 20 pages of specific magic weapons including a few artefacts. These are good examples of weapons crafted with the abilities from the prior section, as well as some weapons that have abilities that would be harder to calculate using the basic rules for determining price and requirements of creation.

The armor section is a nice improvement over the 3.0 edition. Armors fit in nicely to the statistics of the armors presented in the core rules (and in fact, the tables and listings all include these armors), without any outstanding anomalies. However, there are some issues remaining with items such as spaulders (an ‘extra’ that can be worn over light and medium armor) - in this case, spaulders add their armor bonus to the armor bonus of the armor in question, and adds to the armor check penalty, arcane spell failure and reduces the max dex bonus. But there is no listed armor bonus, so wearing them provides a host of penalties and no benefit. In its own way, I see spaulders as an issue anyways, since rules are not included for modifying these armor ‘extras’ by making them of mithril or other special materials.

This chapter then provides rules for using armor as DR, effectively dividing the armor bonus in half, but also providing DR equal to the other half of the old armor bonus.

We then get 18 pages of magic armor qualities, similarly done to the ones in the weapons chapter, followed by a selection of specific armors.

The next chapter is dedicated to special materials, although it does not include mithral, adamantine and darkwood, much to my surprise after the liberal and useful inclusion of core weapons and armor as well as the magical qualities thereof.

Scion classes and legendary weapons are provided next, which are obviously an offshoot of the scions from Unearthed Arcana, and in turn from Swords of our Fathers and Staves of the Ages by TGM. I was never a huge fan of these class mechanics, but I know a lot of people who are, and I understand the appeal, especially from a storytelling perspective. Ending this chapter are rules for forging outsider weapons (weapons made from imprisoned outsiders) - I believe these rules are drawn and modified from the rules in Arcana: Societies of Magic, but I sold my copy of said book on eBay a few years ago and don’t have it to compare anymore. These are good rules, and I’m glad to have them back.

The book finally ends with 12 pages of magic constructs including the potent golem armor as seen in Oathbound and the original Arms & Armor (the original illustration of golem armor is obviously a precursor to the Black Flock of the Forge). Finally, a two-page index is attached, although it doesn’t include the individual weapons and armors such as ‘chain shirt’ and ‘longsword’.

Also worth mentioning is that the Section 15 of the Open Game License takes half a page in very small print. A lot of third-party books were used in the process of collecting and writing the material in this volume.

In all, this book is very satisfying, and easier to use than From Stone to Steel, which replaced the original Arms and Armor at my gaming table. There is one design choice used in both editions (and stone to steel) which has bothered me that I feel a need to get off my chest, however. Because there are so many pages of weapon and armor descriptions, it would have been a lot more friendly to have included the weapon’s or armor’s statistics after the description as well as in the table at the beginning of the chapter. This would have made reading the book a lot more satisfying overall. This is my primary complaint about this book and Stone to Steel - more companies should include the statistics block after the description, such as in E.N.Publishing’s E.N.Arsenal Spiked Chain.

This book rates a very high 4-point-something, so I’m giving it a 5. It has definitely replaced both Arms & Armor 3.0 and From Stone to Steel at my gaming table. Plus it is a nice 176-page hardcover, and I love hardcovers and PDFs, both are nearly invincible, unlike perfect-bound books. Makes for a good tool when you need to keep your players in line.
 

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Weapons and armor are the pulse behind every campaign. Every slash of a blade, crash of a hammer, and whistle of a bow is an orchestral testament to life and death in the harsh adventuring world. This d20 sourcebook contains a veritable arsenal of common and unique weapons and armor, all updated for 3.5 revisions.
 

I think that this is a workhorse style book, like Troll Lord's book of names, but like that book, I think it could be better. Still looking it over though so I may change my mind.
 

So, you feel it's ok as site moderator and a reviewer to come in an add negative comments to a positive review of a Bastion Product even though you admit to not having read through it all yet?

I'm all for fair and impartial reviews of our products, Joe, but one-sided negative comments like this just reinforce why you don't receive free copies of Bastion products any more.
 

Arms and Armor

Weapons and armor are the backbone of most characters. The way the d20 game is set up these items are very important to everyone. There is always a need for more different types of them as well as magical enchantments to be placed on them. This variety helps define characters and emphasis personality of villains. A bad guy with spiked armor and a green glowing sword that melts enemies as is strikes and explodes volumes of acid is someone that will be remembered by the players. Arms and Armor provides these options and more. It is a collection of items but it does not stop there.

Arms and Armor is a reprint of an earlier book. The original was Bastion’s second book and very popular. The new one is twice the size of the old one, hard back, and yet is only five dollars more. It is a good update that goes well beyond the original. The biggest change besides size and content is the lack of color. The new one is black and white while the old one had color art and glossy pages that the early Bastion books were well known for. The art in the book is good, though there are some new weapons and armor that are introduced that pictures would be helpful for. The layout and table are easy to read, but things can be a little hard to find. The book does have a table of contents and index but they do not list all the powers and items in the book.

The book is all about arms and armor but it provides a well rounded approach to them. It is not just a bunch of new items and magical enchantments even though that is the bulk of the book. It has the rules on weapons like the proficiency rules, what a reach weapon and other categories are, differences between one and two handed weapon, and good definitions for sizes and improvised weapons. While these rules are basic it is useful to have them here. There are two pages of regular weapons and it does include the ones from the Players Handbook. Being able to see all these weapons side by side should really help compare and show people if there are any problem ones. Not all weapons are equal to each other. There are some that are obviously better then others. It will be up the DM to decide if he wants to include all of these in a campaign. I can mention some that might be problems like the two handed martial weapon Ogre Maul that does 2d8 damage and has a critical range of 19-20 / x3, though it does need a 20 strength for a medium size character to use it. But most of the weapons shown here should be fine in any campaign, and of course there are games that the Ogre Maul is perfectly fine as well.

New weapon qualities might be one of the more popular chapters. It is filled with many new powers some of them with a market price as high as +8. That gives a nice variety of qualities and support for the higher level of play that many books do not do. There are abilities like alterable (minor and major) that allow the weapon to change into other weapons. There is a really cool one cascading that gives bonuses to hit and damage in the same round with successful hits. There is class bane that works like normal bane weapons except work against a certain class instead of creature type. One of the powerful qualities is Holy power that does +3d6 damage to evil creatures plus can give them negative levels. The damage and negative levels increase on a critical, too. Not all the weapon qualities are combat oriented either. There is the muse power that increases Bardic Knowledge and craft checks.

There are many specific weapons listed as well. Some are class specific like Black Thresher. It is a heavy flail +2 that is a unholy heavy flail +4 in the hands of a Blackgaurd. Some of them are designed for high level play like Chaosbringer that is a +6 great axe of anarchic power with ability to rage. There are some useful items for clerics called Domain Rods. There is one for each domain. They function as a weapon and they help with turning and casting. There area few really interesting artifacts as well like the Skill Blade. It gains ranks in skills that the user can use for each creature it kills. A little bit of paper work involved but a really creative idea.

As there is with weapons so there is with armor. There are many new types presented here. Like the weapons there are some here that people might not want in their game but I find the variety refreshing. There are light armors that provide a maximum dexterity bonus of up to +12 though to be fair it provides no armor bonus and costs a hundred gold. And for the other end of the spectrum there is a heavy armor that provides +12 armor bonus though it has a maximum dexterity bonus of zero, reduces the speed of someone with a base speed of 30 to 15 and costs 3,500 gold. Defiantly the armor one would want their Dwarven Defender to have. There are lots of interesting armors, shields, and extras. While some of it when combined with the right magics might be a bit much, I think the selection of different armors will aid anyone running or playing in a low magic game. One great thing they do have is rules for using armor as DR. They give the DR for each armor type and have the rules nicely explained making them simple to use. They also present an optional rule for using a shield parry.

Armor Qualities like the weapons quality should be a heavily used section. There are many new qualities presented here with them going all the way to a +10 market price. Just to mention that one right off it is Great Reflection with automatically reflects any spell that targets the user. There is the floating enchantment which basically allows the shield to function like a floating disk. Reduction is another one that reduces the user to the next size category lower. There also is Weightless that improves the spell failure, the armor check penalty, and also increases the maximum dexterity bonus. There is one thing I did not like though. They have various qualities that protect against the different energy types (fire, cold, sonic, etc). Each has four different ones increases in the resistance given. For all of them the first three provide just a gold piece amount to market price but the last ones give a +6 market price. I would have like to see a consistency in the pricing of these either having them all with a base gold piece increase or +X market price.

There are of course a wide variety of specific items as well. In here they also include items like the Amulet of Epic Natural Armor and Boots of Striding and Springing. One of my favorites is the Beaded Armor of Odor. It has small glass vials filled with a viscous and foul smelling substance. When the person is hit there is a chance one of these breaks forcing all to make a fort save to not start retching. It might not be the most practical piece of armor as it is a favored choice of undead, but it is defiantly different. There is a the Mail of Faith which acts as better armor the higher level of divine spells one can cast. There area collection of Masks. They have them for a few races as well as like the hunter. There is a small sidebar explaining the use of masks by gladiators in an arena combat. I like the addition of these and the little explanation of a common use of them. There are also a few artifacts listed like the Robe of Transcendent that stops ageing and actually gives back the youthful visage of the person. The Robe provides a nice armor bonus, gives fast healing, and allows the wearing to see as if under a True Seeing spell.

There is a small area of the game in terms of arms and armor that I have really not seen taken full advantage of. That is the area of special material. Special materials in my mind are a great way to enhance items and to make them feel unique. They offer difficult materials to get and work well in a low magic setting or one that wants a wide variety of options. Arms and Armor provides two dozen special materials that can be used in the crafting of weapons and armor. There are materials like Bergasalt that is deadly towards undead. Chromium which is a simple material that just allows steel to resist rust. There are also rules for increasing the durability of normal items and what increase to hardness and hit points it can provide.

While there have been artifacts listed in other sections, they have a full chapter devoted to Artifacts. It starts with a great discussion of what artifacts are. They can be items of great power created by the gods or just a magical item that can no longer being created. There are few examples listed but there are a good amount of ideas. The chapter goes on to discuss legendary weapons and then goes on to the great idea of the Scion classes. These classes give few abilities but allow for a weapon of power to increase in power as the levels are taken. These prestige classes are open to anyone as there is one for the four basic character types. Obviously, not all characters will fit into one of the four. They have the Battle Scion for the fighter types, Faith Scion for clerics and druids, Spell Scion for Wizards and Sorcerers, and Swift Scion for the rogue types. Each class also has a sample artifact complete with the powers it gains as the character gains level in the class. These area great way to introduce an artifact into the campaign and have it grow in power with the character and directing character growth through the artifact. There is also good information concerning intelligent weapons and Outsider weapons.

There is a short chapter on cursed items as well as a nice list of simple curses items can have and a good amount of drawbacks. This is the smallest section of the book as curses seem to be another area people really do not use. I like that many of the ideas here are small and more of a nuisance then something overbearingly deadly.

The last Chapter deals with Martial Constructs. There are a wide variety of Golems here like the Killer Amulet Servitors. What I like about this is it actually attacks one opponent to kill even finishing it off with a coup-de-grace attack. Few creatures are listed with that specific attack mode as a common tactic. There are more then a few interesting and creative golems here.

As one can see there is a lot of information packed into this book. I covered all of it but obviously could only pick out a few items to really point out. I think this book has a lot to offer most people as it has a items that will enhance a high and low magic setting. It can easily enhance most fantasy games with new and different weapons and armor that will confuse and confound the players. Players will enjoy it for the wide variety of ideas that are in here and a catalog of magical items is always fun to look through and plan on somehow acquiring. There are items in here that have the potential to be abused and to unbalance a campaign. But it is for the DM and his players to really figure out what works for their game. I noted some items that have that potential but I know of games that they would fit into perfectly as well as games that they would be problems for. One of the strength of the d20 game is the variety of games that can be played using it and this book really does a nice of enhancing them all.
 

Well Jim, I just thought it was because a few of my reviews were late and on Doom Striders, I collected some odd six pages of Q&A and errata.

1. I don't need to read the whole product to see that the art is bad.

2. I don't need to read the whole product to know that I don't like advertisements in products. At the end of the product is one thing, in the middle of the product is another issue altogether.

3. I don't need to read the whole product to see errors as I pointed out in my first comment. I'm not John Cooper but when I'm skimming a book and see an error like that, it's a little off.

4. I love it when other people review products because it adds to the opinions. I love art, style, and layout. It's not as important to this reviewer or the other reviewer. I have no problem with that. However, I thought I'd add my initital observations.
 

Joe-

I think the main issue here is that you chose to make your negative comments on a 5 star review and thereby create the feeling that the reviewer inaccurately graded the book based upon your opinion as d20reviews site moderator. A lot of folk here on EN World value your thoughts and opinions. By weighing in that you think the book is substandard based on a single layout error/formatting hiccup (where the missing word is Minions, by the way) and artwork you happen to dislike, you not only do Ernest T Hams a disservice, but you also hurt your own credibility as a reviewer as well because you say nothing about the contents itself.

As a reviewer myself, I do understand where you are coming from with your comments, but wouldn't it be best to put your opinions in a formal review rather than dragging this book through the mud on various forum postings here and elsewhere and making comments on well-written reviews by other people? You don't like the book or the review? Take the time to write your review after you've throughly read the book and not just skimmed it and then post it here. As long as the review shows that you've been objective and thorough in your thoughts and criticisms, the score will be acceptable to me.

You have a problem with the artwork? Fine, artwork is a subjective thing and open to individual interpretation. But since you're not familiar with or don't understand the financial realities of publishing, I'll shed a little light on this particular project regarding the art. We reused much of the artwork from the original Arms & Armor (because Bastion already owned it and didn't need to pay for it again) but had to alter it because some of the weapons were dropped from the images and working replacements into that same area wasn't possible. Hence, the occasional block where quotes are inserted next to an image. Another factor that goes into this is the page count. The book is 176 pages. If we had taken out all of the quote boxes and gone with less art, the book would have ended at an odd page count of 171 or so pages. Printers give you the best rate based upon page counts divisible by 12. So by going with less than 176 pages, it would have cost us (and ultimately you) more money.

Lastly, the advertisement issue. We have two half-page ads in the book. One for the novel Forged on page 84 (which is at the end of the weapons section and the end of a chapter) and there is a single half-page ad on page 174 (after the book ends and where the index begins) that promotes the e-Tools dataset for Arms & Armor. Both ads are at significant breaks in both the text and organization of the book. Yet, you have an issue with this because we chose to make use of the white space with a small half-page advertisement? Pick up any major publisher's products today and you will see an advertisement(s) of some nature, including works from Green Ronin, Malhavoc or Sword & Sorcery. It's called marketing and it is a reality of business. To complain about a single ad means you must have the proverbial cow over the ads in Dragon or Dungeon magazines since you "don't like advertisements in products."

Come on, Joe. I know you fairly well and respect you, but comments like the above where you are implying that you don't need to read a product in order to make an overall judgement paint the wrong picture to publishers. Whether you realize it or not, you're sending a warning signal to publishers about your reviews with statements like that. You're capable of so much better than that. Focus on doing the job right, delivering the facts, and writing good reviews without the comments that may damage your credibility...
 

Well there will be a review coming after some other products hit the pipeline.

It's not the ads I dislike so much as there placement. I do complaint often about ads in White Wolf products for example, as they tends to have pages of them. However, those ads are at the end of them.

As far as the publishing reality... well, as a reader, I don't have to know about the publishing reality. After all, many publishers claim that it's at 16 (or 8) pages that they get the break while you now point out it's 12. So what's the reality? Whatever it is, is should be invisible to the reader.

And note, that when a reader asked about a book of magic items, I did mention this book, and not in a negative way. Note, that once I made my comment about the art and other factors, I didn't put it in the new review of the book. I'm not out to "get" this book. I wanted to know about these issues, which this review doesn't touch on and still hasn't responded to. Probably in part because the publisher and author have come on board to note how 'evil' and 'uninformed' I am and how I'm making all us 'professional reviewers' look bad.
 

Printers charge based on 8, 12, or 16-page increments (all depending on the type of equipment they have and the size of the book). As a publisher, you pay for those pages even if they're not used (so you can have a 143-page book; you just pay for pages you don't use).

As for ad placement, we put them in sections where you would have had white space anyway. No one lost any content as a result of the two ads.

All of the above is really immaterial, though. When I'm out lookng for a review of a game book, I'm looking for a review that tells me how good of a game supplement is. Gamers aren't buying art books (though art is important). They're not buying a sample for use in their layout classes (though layout is important). They're buying game books, which means it's important to find out how useful a book is in the game.

Art and layout are important in how they effect the utility of the book. But glossing over a book's game utility to harp on two inconsequential layout errors or your personal distate of the artwork style doesn't do gamers any favors.
 

I can agree with that which is why I'll be adding a review (relatively) soon.

I'd still like to hear from the reviewer what he thought of the art and layout and if he found any other issues with the book after using it.
 

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