|Cropped image by Gus L. from here|
For example, pages 33 to 38 in ASE1 consist of a "Post-Apocalyptic Equipment" section which contains gems like:
- Lighter; 25 GP
- Gas mask; 1500 GP
- Large pistol; 750 GP; 1d6 damage; +1 to hit within 15'
- Shotgun, sawed off, 2 barrel; 4000 GP; 1d8/1d12 ; +3 to hit within 5'
- Grenade; 400 GP; 1d8 damage within 10', 1d4 damage within 20'
- Laser rifle; 9000 GP; 1d8+2 light damage; +1 to hit within 300'
- Manifold long sword; 6000 GP; 1d8+2 damage; +2 to hit
These are, in game terms, basically re-skinned magic weapons. For example, the manifold long sword is really just a sword +2. I've always disliked the magic item shop approach of many later editions, but I love the ASE price lists, and I'm trying to figure out why.
Playing a fighter, I like the fact that I can look over these gear lists and see something to work towards. By the time I have managed to accumulate the 6000 GP for a manifold long sword, my character will probably be 4th or 5th level (assuming he lives that long). Being mostly technological, they don't really impinge on the strangeness or wonder of enchanted items. This seems to be yet one more way that post apocalyptic settings work well with the nature of D&D. Adding a bit of technology means that magic items don't have to fill the role of technology within the setting, while still giving non-magical characters something to look forward to.