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Adventurer's Vault: A 4th Edition D&D Supplement |
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Amazon Sales Rank: 2176 Publication Date: 2008-09-16 Release Date: 2008-09-16
Publisher: Wizards of the Coast ISBN: 0786949783 Type: Hardcover Number Of Pages: 224
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Hundreds of new weapons, tools, and magic items for your D&D character.
This supplement for the Dungeons & Dragons game presents hundreds of magic items, weapons, tools, and other useful 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.
The book features a mix of classic items updated to the 4th Edition rules and brand-new items never before seen in D&D.
Average Rating: 
Review: 2008-11-04
A good supplement making up for a lack of choices When I first saw the selection of items in the PHB I was appauled at the lack of options for the players, I got the adventurers vault to be able to add more variety and choice to the equipment available in the game. For this purpose, the Adventurer's Vault is perfect. There are hundreds of new items contained within the pages, and as such, it adds to the choices availble for players and GM alike.
That said, there are a lot of strange design decisions that my group cannot figure out why they were made. Some items are virtually unstoppable, while others (with the same cost rating) are difficult to imagine a reason to use. Once again, Wizards places a lot of emphasis on specific story element scenarios (like water breathing, lizard killing, etc.) which brings to mind the years of "I found another useless item!" issue. Sure players can sell items they find, but any more, when I look at the way 4th edition is balanced, I can't say that they support the idea of selling and buying whatever items you want. The balance is geared toward a specific number of USEFUL items for each character per level (or each group per level), making some of the choices in this book very puzzling. Could I, as a DM, really equate the same balance of power to allowing a player to breath underwater, as allowing that same player to deal an extra 10 damage per round? These issues are still not addressed, and now that everything is so carefully mathematical, it makes using a lot of this book difficult.
In the end, if you are looking for more choices, you should get the book. If you are looking for GOOD choices, it's really a toss-up (though it does save the time and effort of custom items).
Review: 2008-11-02
Huge wonderful gear book blows the lid off 4e Think Arms & Equipment Guide melded with the Magic Item Compendium. Light on art, but thick on volume. Tons of great new items, both great useful weapons and alchemical stuff that you can buy right from first level, and a huge amount of magical stuff that feels awesome and looks sweet (honestly, it feels like forever since I've really wanted a magic item just from how cool the art looks!).
It's hard to wrap my head around how much stuff is in the book. Usually there's a whole wasted chapter at least of stuff I don't care about or some longwinded official game mechanics I don't need. None of that here. The amount of stuff you get is staggering. It's everything I'd want from a book like this, and none of the stuff I don't. It's like they read my mind.
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Amazon List Price: $29.95
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