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Seriously Wizards, space the tables please. The item levels with you is the end result. If you really love us, do this.Annoyingly not spaced out tables aside, most of the items seem to function as they should at least conceptually speaking there's a couple here and there that raise an eyebrow or two, but it's more or less what you would expect for magic items. It's a really nice touch to include this as actual rules. This book is a Player's Dream come to life, and either the Dm's favorite bag of treats for the player's or his or her worst nightmare if the player comes to the table getting ready to open the book and say "Can I have.".I suspect there will be many game tables having this moment, as there are a great deal of items in this book each one I think personally appeals to different tastes (beyond the obvious of "it's an option so duh"). For those of you not in the know about the purpose of this product, Adventurer's Vault is a book made with one purpose and one purpose alone in mind. Items.A tremendously stupid, high amount of items, so many to the point you will likely never get the full use out of this book. they give you nice reference tables at the start of each type of item (Sorted by level for your conveinence).
It's like a gigantic run on chart from the bowels of gamer hell. This can be a result of defeating powerful foes and their energies become trapped in the blades, results of heroic deeds, an item reawakening to it's full potential, just to name a few. I give this product four stars mostly because of the inane not spaced out properly tables that they have in the book. Especially since I can't stand Magi-Marts 9 times out of 10. Basically what they are, are means to hang onto the same item over your career instead of having to "Go to Magi Mart" or hope you find a new item that you can use in a treasure horde somewhere. This is both a boon and a bane. Otherwise I'd give it five.Ps the "Alternate Advancement Rules" are just spectacular. Ever.
(The item that allows you to add your Cha mod to sneak attack damage for example is questionable). Having spaces between the differing levels of items not only would have been a nice touch, but it would have made reading the tables much easier than it is. To help you sort the items (and believe me there are a ton of items here). Could they at least space them out in clusters of four on the tables.
There was little imagination or variety. Those books sparked ideas for areas, encounters and treasure. This is close to the first time I've actually thought about returning a book to get my money back. Most bothersomely, it was 95% all just magic items.A&D2nd and D&D3rd's 'Arms & Equipment Guide's both had pages of odd and interesting equipment, both mundane and magical to add to a game. This new 4th edition book is next to useless.Save your money for the Powers books, which add more flavor and interest in general to the game. The mundane items were negligable. The magic items were boring and repetitive.
Obviously the sections on armor and weapons are larger than the others, however, there are lots of choices for every class in the game.Well worth the price. In addition, the sections on mounts and alchemy are great new additions to the content. I highly recommend this book for players and dungeonmasters alike. This book is great. It provides an extensive (and much needed) expansion to the magic items that were presented in the players handbook.
The implements are handy, as they allow the caster characters more variety for item-power relationships. And it is only $20 on Amazon. This book is a valuable addition to my Dungeons and Dragons group. All in all, I am glad I got this book. Well worth it. The players were very excited about the selection, new items (dwarves wielding executioner's axes, minotaurs and their khopeshs), and many new enchantments. We have a variety of new takes on the weapons, a plentiful harvest of armors, and more wondrous items than you can shake a fist at.
it is always great to have more tools to play with and this book provides them
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