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Masters of Arms (D&D d20 sourcebook 2002 Second World Simulations)
$ 7.91
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Description
Second World Simulations d20 System Masters of Arms It's all about hitting things, even the flavor text. This book provides a complete weapons-based martial arts system for practically every weapon in the game and a few things you wouldn't even recognize as weapons (like an immovable rod). Masters of Arms includes over 300 special maneuvers, spread across more than 30 classes. Masters of Arms focuses on unusual weapons and those who master them. Combination maneuvers give you many different ways to devastate things and defensive maneuvers give you something to do while the monsters try to eat you. All the classes are designed with maximum flexibility and customizability in mind and most of their special abilities can double as new feats, so that those who don't wish to specialize in a prestige class can still expand their library of actions. For gamemasters the Alpha Beast provides a convenient way to upgrade a monster for close in fighting, whether using claws or teeth or tentacles. And the telekinesis master can make fighting demons a very different experience. In addition Masters of Arms includes a combination maneuver construction system. For those gamemasters, players, and game designers willing to risk their sanity, the construction system can work quite nicely but Second World Simulations will not compensate you for mental anguish or possible psychiatric bills. Requires the use of the Dungeons and Dragons Player's Handbook, Third Edition, published by Wizards of the Coast. Masters of Arms is a 96-page weapon-based fighting system sourcebook for dungeon masters to use in whole or in part as an alternative combat method in their Dungeons & Dragons Third Edition ruleset campaigns -- a d20 role playing game system. Published by Second World Simulations 2002 Cover art by Jim Pavelec ISBN: 978-0-9718397-0-0 Softcover 96 pages Condition FINE Previously owned. Cover facings have very light wear with soft scuffing, scratching, and edge wear. Pages are tight, bright, unmarked, and appear very lightly read. Please view actual scans.Masters of Arms (D&D d20 sourcebook 2002 Second World Simulations)
Masters of Arms (D&D d20 sourcebook 2002 Second World Simulations)
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Description
Second World Simulations
d20 System
Masters of Arms
It's all about hitting things, even the flavor text.
This book provides a complete weapons-based martial arts system for practically every weapon in the game and a few things you wouldn't even recognize as weapons (like an immovable rod). Masters of Arms includes over 300 special maneuvers, spread across more than 30 classes.
Masters of Arms focuses on unusual weapons and those who master them. Combination maneuvers give you many different ways to devastate things and defensive maneuvers give you something to do while the monsters try to eat you. All the classes are designed with maximum flexibility and customizability in mind and most of their special abilities can double as new feats, so that those who don't wish to specialize in a prestige class can still expand their library of actions. For gamemasters the Alpha Beast provides a convenient way to upgrade a monster for close in fighting, whether using claws or teeth or tentacles. And the telekinesis master can make fighting demons a very different experience.
In addition Masters of Arms includes a combination maneuver construction system. For those gamemasters, players, and game designers willing to risk their sanity, the construction system can work quite nicely but Second World Simulations will not compensate you for mental anguish or possible psychiatric bills.
Requires the use of the
Dungeons and Dragons Player's Handbook
,
Third Edition,
published by
Wizards of the Coast
.
Masters of Arms is a 96-page weapon-based fighting system sourcebook for dungeon masters to use in whole or in part as an alternative combat method in their Dungeons & Dragons Third Edition ruleset campaigns -- a d20 role playing game system.
Published by Second World Simulations 2002
Cover art by Jim Pavelec
ISBN: 978-0-9718397-0-0
Softcover
96 pages
Condition
FINE
Previously owned.
Cover facings have very light wear with soft scuffing, scratching, and edge wear.
Pages are tight, bright, unmarked, and appear very lightly read.
Please view actual scans.
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Hello fellow role playing enthusiast. I have been playing Dungeon's and Dragon's since 1976 and have played each version extensively. Since I first read Andre Norton's "Quag Keep", I have been scouting ahead in dungeon crawls, hurling fireballs, casting illusions, saving damsel's in distress, praying to the gods for aide and seeking a truly lawful and ordered society. As a dungeon master I am true to Gary Gygax's original teachings and have DM'd in Greyhawk, Forgotten Realms, Dark Sun and a few other settings of my own creation. I am a recovering addict of Dark Ages of Camelot and have played Witcher, Baldur's Gate, Neverwinter's Night, Torment, Icewind Dale, Morrowind and Oblivion. I have dabbled in Magic the Gathering, Warhammer, Bloodbowl, Munchkin, Paranoia and am an avid board gamer as well.
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