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Exactly what I wanted, an in-depth resource that provides details and interesting reasons to incorporate harvesting and crafting of monster parts into my game. Has already given me great inspiration in my worldbuilding to include many of the items and craftable effects in key areas, showcasing the usefullness of magical creatures and their remains in a dangerous world. Would reccommend if your players are interested anything from a witcher-style monster hunting campagin to pursuing the posibilities of crafting magic items in a more rewarding and narratively driven way than the simple rules provided in the DMG or XGtE. Who doesnt want to make an awesome sword forged from the teeth of their first dragon?
Only reccomendation to the creator would be a good pass over it again for spelling issues and other things like that. Ex: Dragon Wand required materials being "Young dragon..." repeated rather than, "young....adult...ancient" etc. Doing that or having someone go over and line edit it would take it up another notch closer to professional quality. Nicely done.
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Simple and low-stress, but still interesting and engaging, this has been perfect for introducing someone to their first TTRPG, and I would reccomend it for first-timers looking for experience on both the DM or PC side.
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A great resource and worldbuilding tool to add depth to a mainstay of TTRPGs for generations. . . taverns. My only gripe was some minor spelling and formatting issues, but overall, a great product and addition to my table, making the taverns and inns my players rest at just as interesting as the events and story they find themselves in. It incentivises them to slow down and get invested in the simple things, building a greater connection to the game world and giving them time to interact and build relationships with each other.
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The layout, well done. The math, solid. The Armorer's Handbook, well worth it. Sticking to the simplicity of 5e while still expanding and adding ways for character's to invest in their equipment, with meaningful results and desireable outcomes, this is an absolute must-have. The Rune magic system, carried down in tradition from the Giants of old, provides a bridge between the mundane equipment of the lower levels to the powerful magic weapons and armor of legendary heros at the later levels. Giving players a way to be active in their pursuit of cool gear and increase their agency in a game which is just as much theirs as it is the DMs is only part of what makes this a great product. The execution, presentation, and research poured into this product shows, from its design to the carefully presented and balanced upgrade system.
I cannot express all the things I enjoy about this product, and I am glad to see it jump from Mithril to Adamantine. I am excited for more products from Heavyarms and what they will bring to my table next.
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Everything I'm loving about the first, and a little bit more. The addition of posible fetch-quest style adventure hooks for the monsters of this volume and the last provide a wonderful cherry on top to a stressed GM looking for something to give his players if he is running low on prep to an interesting and key part of a story. Again, if your players want an in-depth, narratively driven, rewarding crafting experience for their magical items, or simply a cool additional reward from their first beholder kill as they brandish the powers of their fallen foes, look no further.
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Adaptable NPCs provides a great slection of statblocks to add into any game world, taking the stress off of a DM to make a unique NPC from scratch or building off the small array provided by offical books like the DMG or VGtM. Well worth it, from the art to the small lore excepts adding flavor. The selection of standalone adventures in the end, introducing some of these NPCs to your characters is a wonderful added bonus.
Only gripe, as it has been expressed in other reviews, is the portayal of some of the female NPCs, with the often criticized scantily-clad armor or outfits of the fantasy genre.
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Does exactly what is says, providing a modular system to help players build their own structures and invest into the game world. Only true critisism is the number of rooms per structure seems low in some cases. Otherwise, a very helpful product.
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TLDR: This product adds depth and complexity where I wanted a widening of choices and simplicity.
Disclaimer:
This is a personal opinion, and by no means do I seek to depreciate other's interest or use of this product, but instead provide feedback and provide information to those interested. I encourage you to leave your own reviews and opinions of products you have purchased to help inform others interested in the products here on DMs Guild.
Review:
Overall, Expanded Armory and Gear provides some depth to the weapon system of D&D 5e. But, where I feel it falls short is its over complication of the weapons it does add. , but I found that most of the additions it did make were convoluted or excessive, compared to the much more understandable and simple system of 5e. Instead of adding a greater array of choices and an adaptable armory per se to the weapon system we have, it threw a selection of specialized weapons into the deep end, adding new mechanics to learn and things for the DM to bnalance and accomodate.
From a mechanical standpoint, I question both how useful some of these weapons would be, forcing players to use two hands and carry a heavy weapon for little benefit over a longsword, or how easy to abuse or overpowered some weapons could be, dealing 2d8 damage a hit with barely any meaningful drawbacks. I would advise further playtesting and revising of the product, but I do believe its popularity speaks to the interest in a more diverse weapon selection in D&D 5e. But in the end, I feel like this doesn't quite hit the mark that I wanted.
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