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Dungeons & Dragons—4th Edition: Adventurers Vault 2 Hardcover
Wizards of the Coast
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$29.95
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Our
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$26.96
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Hundreds of new weapons, tools, and magic items for your D&D character.
Whether you're a player looking for a new piece of equipment or a Dungeon Master stocking a dragon's hoard, this book has exactly what you need.
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For those of you interested in 4e, this is a great book. I particularly like the sections of grouped magic items. Basically, these are magic items that do more when brought together. They come in two variety: magic items that belong to a single PC, or magic items that belong to an adventuring party. It's a great concept.
There are also many more magic items for your PHB2 characters, but this book can add depth to any 4e game.
Product Discussion
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*yawn*
Hmmn. Now I'm convinced they've run out of ideas. As if 4e in general isn't enough to prove lightning doesn't strike twice for designers of star wars minis/dnd4e, this re-hash method of game design is drivel. Electronic Dungeon Mags You Never Read—volume XIII, Players Handbook XVI—Director's Cut, Adventurers Vault VII—more little rehashed widgets you already own in a better game system.
*harsh, but honest discussion nonetheless, with a glowing ring of truth*
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Pax Veritas wrote:
*yawn*
Hmmn. Now I'm convinced they've run out of ideas. As if 4e in general isn't enough to prove lightning doesn't strike twice for designers of star wars minis/dnd4e, this re-hash method of game design is drivel. Electronic Dungeon Mags You Never Read—volume XIII, Players Handbook XVI—Director's Cut, Adventurers Vault VII—more little rehashed widgets you already own in a better game system.
*harsh, but honest discussion nonetheless, with a glowing ring of truth*
so I assume you already ordered your copy then? What don't you like? You'd prefer a different title? Adventurer's Locker.... Gear Vault.... Flashy Trinket Stuff Vol 1. Ahh sure the guy in the titles dept. down at good old WOTC is afraid of just lunging out there with some revolutionary eye grabbing, pupil mashing, power title. The job market is grim. Might get fired if someone finds the title offensive or blows out a retina.
Widgets and roman numerals get me all tingly. I love hash and drivel. Especially with grits and sawmill gravy. But hey I live in the south.
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Pax Veritas wrote:
*yawn*
Hmmn. Now I'm convinced they've run out of ideas. As if 4e in general isn't enough to prove lightning doesn't strike twice for designers of star wars minis/dnd4e, this re-hash method of game design is drivel. Electronic Dungeon Mags You Never Read—volume XIII, Players Handbook XVI—Director's Cut, Adventurers Vault VII—more little rehashed widgets you already own in a better game system.
*harsh, but honest discussion nonetheless, with a glowing ring of truth*
What are Paizo on now? Adventure Path 25? Geez don't those guys have any new ideas?
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If it ain't broke, fix it 'til it is!
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*galnörag sides steps the troll pits*
So this book is a great follow up to AV1, at the moment I've been using both AV's to feed my PFRPG AP, not every item works, but most do.
For example the Grizzly Claws, a hand slot item that in AV2 grants +3 to initiate, or escape a grapple, in PFRPG, well +3 to your CMB to grapple check, +3 to your CMB or Escape Artists check to break a grapple. Pretty obvious translation. Probably too powerful an item for its item level if the monk wasn't currently demon chow, but in the hands of the warrior who recently found himself hip deep in tentacles, that +3 would have freed him much sooner.
Another great item I believe is the Amulet of Luck Charms. Like all amulets it grants a item bonus to all defenses (except ac) I opted since 4e has less item slots, and no natural armor to change this to a bonus to natural armor instead. But the 1/day add 1d6 to basically any d20 roll that failed is pretty great, without breaking the game.
Finally, another item that will be coming to the table soon, its name escapes me, something to do with time. If I describe it, it is more clear. It is a type of armour, that grants some + to AC, and that same + to initiative checks. So a +3 chain shirt of the time lord (or what ever it is called) grants +3 ac, +3 init.
Since the init bonus scales with the base bonus of the item, I've decided (for pricing) that this is a +1. So to the +3 item would cost the same to enchant as a +4 item.
I think this item is going to come on the back of a major npc, who will seem preternaturally fast.
Anyways, just a handful of items that I love from this book, and they are all easy to steal.
Honestly, the basic pattern of 4e items is on going basic effect shared with all items of its class (ac, def, attack, saves etc) and a 1/day or 1/encounter power. Encounter powers I typically say 1/5min, or just say 3/day. and daily remains 1/day in the conversion. For myself I think it just breathes a little fresh air in to the mundane world that has become magic items.
I paizo is coming out with a book of interesting non-magic equipment, but I do hope they turn their quill to some interesting new magic items.
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WOC2417772
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