Arms & Equipment Guide First Impressions

Jarec

Mongoose
Wow just about sums it up, this tome is possibly one of the best RPG supplements I've seen in ages maybe even ever.

The book itself shares a cover style with the main rule book with the same high quality of paper and binding. Overall it weighs in at 128 packed pages of tables and descriptions.

Adventuring Gear and Basics: This section contains everything a party could want with the possible exception of a kitchen sink. Just flipping through it Explosive Eggs and Fairy Dust immediately caught my eye as things that could spice up a game. Really looking forwards to reading this section in detail.

Trading and Quality: Only skimmed this so far but looks very useful with tables for settlement size, quality, bartering etc...

Armour: Lots more nice choices here but sensible in size, not the usual 500 variants on a theme you see in some games. Probably about twice the choice of the MRB plus some nice specialist armour items like the Crabclaw Gauntlet. Also has details on armour modification (useful if your group are a bunch of scavengers like mine) and armour repair.

Weaponry: Probably about twice the choice again here as in the MRB. All the weapons from the MRB are here so no need go have to resort to flipping books to find something. Nice things to see are more ammo types for ranged weapons, alternate weapon materials (Bone, Coral, Stone etc..) and Black Power Weapons to really round out the periods the rules will fit with.

Transport and Buildings: Not really read any of this yet but a quick flip shows carriages, ships, sea travel/damage rules and an extensive list of buildings. All useful for when my brain has a seizure five minutes before a game and I need a village description quick.

Beast and Cohorts: No beast stats here but a good listing of what you can buy should you ever feel the need for a trained Crocodile or sheep. The companions and cohorts list is very useful with details of skills, apptitudes and daily rates of most professions you could wish to hire .

Enchantments: This is most likely the section I'll be reading first as I need a magic sword for my game on Monday night. A quick flip shows details of Spell Matrix creation, sorcery enchantment (for all you Elric players) and power crystals.

Alchemy: This looks to be slightly more niche but useful none the less. A quick glance shows tables for things like Transmutation Backlash and Alchemy Poisons. Not high on my reading list but it is the last chapter.

Now to the best bit of the entire book. Right at the back is the reference section. This gem is 18 pages that contain every table from the book all together in one place absolutely jawdroppingly brilliant. Given that as far as I can tell everything in this book has details for cost, enc listed this section makes a big chunk of the MRP and the GM screen redundant during game play. I'm almost certainly going to be photocopying this section and laminating it to stop my book getting dog eared through overuse.

Overall based on first impressions this gets a 10/10. Buy this book, you won't regret it.
 
Can someone let me know a little bit more about the trading section? Like how many pages is it? Is it just charts?
 
The trading and quality section is 5 pages with a few charts, it mainly has rule mechanics and discussions. Sections are titled

Price, Profit and Trade
Barter (very useful for non money societies)
Haggling
Making, Repairing, Maintenance and quality
Skills
Tools and Resources
Tasks
Enhancements

Overall I thought this sction covered things very well whilst being nice and simple game mechanics. The Barter rules will get used a lot in my campaign.
 
Yep, been going through this afternoon and much is good. Negatives so far are only that it reprints the Black Powder section from MRQ1 more or less verbatim (the actual weapon tables are identical) with the same hopeless confusion in the weapon descriptions over terms and weapon types - that needed a re-write. It also carries over defunct language such as reference to the Dodge skill.

On the other hand the Alchemy section has been edited down from the version originally published in the GMH, removing Potions and Balms and whole bunch of unusable complexity which thankfully leaves more scope for adaptation and house-ruling.

Enchantment section is OK, with a couple of proofing issues where use of POW is referred to instead of use of "permanent" Magic Points causing unneccessary confusion. Also need to check here the implications of using stored Magic Points to fuel sorcery enchantments, it's an important point and I don't quite get it. I think it means that if you use MP you have stored (eg in a crystal) to fuel the enchantment it doesn't cost you permanently allocated MPs after all, which seems like a very easy ride when the MP costs of creating a sorcerous enchantment are otherwise somewhat crippling (in general you wouldn't bother).

Beats and Cohorts section doesn't have any stats for exotic creatures used as mounts this time - you'll need to pick thjose up from MC when it comes out.
 
Jarec said:
The trading and quality section is 5 pages with a few charts, it mainly has rule mechanics and discussions. Sections are titled

Price, Profit and Trade
Barter (very useful for non money societies)
Haggling
Making, Repairing, Maintenance and quality
Skills
Tools and Resources
Tasks
Enhancements

Overall I thought this sction covered things very well whilst being nice and simple game mechanics. The Barter rules will get used a lot in my campaign.
Thanks!
 
Malakor said:
Out of curiosity, what type of Combat Maneuvers are listed with Black Powder weapons?

None at all. Like i said, it's a verbatim reprint with no modifications to RQ2 and obolete MRQI language still there.
 
Thanks, that's why I was asking, I was wondering if there was anything mentioned elsewhere regarding CM's for firearms.


If you happen to read this thread, Any suggestions from the designers on what CM's to allow for with firearms?

I'm working on notes for a Victorian age setting at the moment.

Thanks
 
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