I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Wednesday, October 09, 2019

My MANUAL OF ARMS for 5e is out!

Since you've been asking... my MANUAL OF ARMS for 5e is out!

Well, at least the first part. This one is all about WEAPONS.

Check the amazing cover (once more, courtesy of Rick Troula):


If you've been following this blog for a while, you already know most of the stuff here. This is the organized, good-looking version of my thoughts on 5e weapons.

But anyway:

What is MANUAL OF ARMS?
Manual of Arms is a series of booklets that enhance, change and reinterpret existing equipment and mechanics for non-magical combat. Each booklets deal with a single subject. If there is enough interest, they’ll be collected in a single tome in the future.

What is this book about?
This book is a collection of ideas to make weapons more diverse, streamlined, balanced, varied, and fun.
Old versions of the game had many weapon options that were not used in the current one. Fortunately, they are easy to use, with a few adjustments to match the current rules. Many ideas in this book are updated and adapted from other iterations or other games.
In addition, I changed some weapons, added a few, created a few new rules and made notes on how to choose and create your own weapons.

Which game system?
This book contains ideas that are useful for many games. However, the main focus is the world’s most famous role-playing game, in its latest version.

What did you change?
I’ve made a few changes in chapter I to make weapons more streamlined and interesting. I explain these changes in chapter II. In these two chapters, I used asterisks to indicate what was changed. One asterisk (*) means I changed the traits of a weapon that already existed. Two asterisks (**) mean that the weapon or property are not in the original rules.

Must I use the entire book at once?
Not really. The chapters are modular. You can choose which ones to use, or even choose what paragraphs or single weapons to add to your game.

Chapters
Chapter I contains a list of weapons and their properties. If you want to use this book only to find new weapons, without any tinkering, or you don’t care for designer’s notes and analysis of the game mechanics, this is the chapter you’re going to use.
Chapter II is a brief weapon-by-weapon analysis and description. It describes existing weapons and explains why I have made some of the changes I made in chapter I.
Chapter III is a melee weapon builder, made so that you can create your own weapons or change existing ones.
Chapter IV is a list of loose ideas to alter weapons further, or add even more weapons to your game. Unlike chapter I, however, chapter IV discusses significant changes to the game mechanics.

Buy it here!

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