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<blockquote data-quote="MDSnowman" data-source="post: 2010946" data-attributes="member: 6255"><p>The Complete Warrior is 160 page hard cover sourcebook for D&D. It's done in the "Faux Tome" look of most WotC books and displays a heavily armored character clutching the severed head of some beastie. </p><p></p><p>Introduction: The book starts with an introduction, and as many know, I detest introductions. Fortunatly this one doesn't even run a page so I have very little to complain about.</p><p></p><p>Chapter 1: Classes</p><p></p><p>This Chapter Deals with new and Variant Core Classes.</p><p></p><p>Hexblade- A Warrior able to curse his foes, with the aid of a small selection of spells and the ability to summon a familar this is a ery interesting class that I hope to use someday soon for an Evil NPC.</p><p></p><p>Samurai- Didn't WotC already take a stab at the Samurai? Yep, but they decided to go back and fix what wasn't broken. What we end up with is a Samurai class focused on Dual wielding their Daisho (an Idea I intensely dislike) and who are skilled at staring contests. Between Oriental Adventures, The Quintessential Samurai, and this I now have three choices of Samurai core classes and this is by far my least favorite (The Quintessential Samurai being my most favorite).</p><p></p><p>Swashbuckler- Now I'm always up for a swashbuckler class, but instead of giving a smaller list of bonus feats (that focus on quickness) the Swashbuckler gets a smattering of okay abilities, but in doing so they get pigeon holed and lose their ability to be indivuals. I'd rather use the specialist fighters from Dragon #310</p><p></p><p>Variant Paladins and Ranges Without Spells- I love this in theory, and as far as paladins go I love how it's implemented, my only gripe is about the ranger. I've always disliked the idea of Rangers having access to spells, so when you take away their spells what do you give them? Spell-like abilities. I would at least come up with non-magical explanations for their powers for a low magic setting . For axample Healing Touch allows the Ranger to Neutralize Poison or Remove Disease... if we make it an Extraordinary power that requires that the Ranger have access to herbs or just plants I'd be happy. My complaints aside I love these things and have a low magic setting just perfect for them ::Eyes a collection of black books with red lettering on the spines::</p><p></p><p>Chapter 2: Prestige Classes</p><p>It kind of went without saying... lots of prestige Classes, there are so many I'll just score them, dropping in a comment every now and then.</p><p></p><p>Bear Warrior (5)</p><p>Blade Singer (6)- You got it right now guys... walk away</p><p>Cavalier (5)</p><p>Dark Hunter (3)- Spelunker with Attitude</p><p>Darkwood Stalker (5)</p><p>Dervish (7)- Quick moving blades of death ^_^</p><p>Drunken Master (7)</p><p>Exotic Weapon Master (9)- Learns special tricks to use with Exotic Weapons</p><p>Eye of Gruumsh (6)</p><p>Frenzied Berserker (6)</p><p>Gnome Giant Killer (3)</p><p>Halfling Outrider (3)</p><p>Hulking Hurler (4)- It's good, if your PCs are of Large size or larger</p><p>Hunter of the Dead (7)</p><p>Invisible Blade (6)- Quick Knife-master</p><p>Justicar (4)- Sorry The Bounty Hunter PrC from SSS's Rangers and Rogues is better.</p><p>Kensai (6)- Good in theory, not too sure how it'll work in practice</p><p>Knight of the Chalice (6)- Minus the Favored Foe requirement, but it doesn't look like anyone told the writers.</p><p>Knight Protector (4)</p><p>Master Thrower (9)- Like the Exotic Weapon master but with throwing weapons</p><p>Master of the Unseen Hand (5)- Telekinesis is fun, but not that fun</p><p>Mind Spy (5)- You can read their mind, no Insight bonus to AC?</p><p>Nature's Warrior (4)</p><p>Occult Slayer (5)</p><p>Order of the Bow Initiate (7)</p><p>Purple Dragon Knight (5)- Nice... if this were a Forgotten Realms book</p><p>Rage Mage (9)</p><p>Ravager (6)</p><p>Reaping Mauler (6)</p><p>Ronin (6)- The Blackguard for the Samurai</p><p>Spellsword (8)</p><p>Stonelord (7)</p><p>Tattooed Monk (6)</p><p>Thayan Knight (4)- See Purple Dragon Knight</p><p>Warchanter (5)</p><p>Warshaper (6)- Shape change your body into different weapons, cool.</p><p></p><p>Average? 5.7 A couple of new Good Prestige Classes, some Recycled good prestige classes, a little recycled crap.</p><p></p><p>Chapter 3: Supplemental Rules</p><p></p><p>Translations: Feats, all of them reprinted from other sources, complete with divine feats originally from Defenders of the Faith. </p><p></p><p>What is new are the Tactical feats. They allow you to get a bonus in three very specific instances. At first I wasn't keen on the idea, but reading them I realized that they would help spark a player's imagination in the game. You won't hear "I hit the Orc" when one can "Charge the Orc, and Bullrush him into the orc behind him"</p><p></p><p> We also get weapon styles, I was disappointed with them however because they were all variations on two weapon fighting. It got old quickly.</p><p></p><p>The rest of the chapter rounds out with spells, arcane guardians (for the improved familar feat), and new uses for old skills.</p><p></p><p>Chapter 4: Fantasy Warfare</p><p></p><p>This chapter begins with a discussion of Histocial Warfare vs. Modern-Inspired Warfare within a D&D game.</p><p></p><p>Then various campaign ideas, for example a military campaign, sporting events like jousts, archery contests, gladitorial games, and so much more.</p><p></p><p>The we move into magical items, warrior organizations, deities for warriors, epic feats for warriors, and the book ends with a collection of Exotic weapons. A fairly small collection when one stops to think about it.</p><p></p><p>Final Verdict? If one took all the new material in this book odds are they'd have just enough to fill an article in Dragon. Don't go through this book looking for enlightenment or any earth shattering ideas for your D&D game. WotC is just recycling their existing body of work.</p><p></p><p>This book also suffered from a big problem when it came to art. In the prestige class section I found myself saying "I liked the original artwork better" if you're rewriting an existing prestige class you have got to make sure the art grabs the reader and makes them want to use it. </p><p></p><p>Bottom line, if you want original ideas you're going to have to go to a third party publisher, because WotC seems very interested in recycling what they have.</p><p></p><p>Edit (12/02/03): It's official, I gave it a 2</p></blockquote><p></p>
[QUOTE="MDSnowman, post: 2010946, member: 6255"] The Complete Warrior is 160 page hard cover sourcebook for D&D. It's done in the "Faux Tome" look of most WotC books and displays a heavily armored character clutching the severed head of some beastie. Introduction: The book starts with an introduction, and as many know, I detest introductions. Fortunatly this one doesn't even run a page so I have very little to complain about. Chapter 1: Classes This Chapter Deals with new and Variant Core Classes. Hexblade- A Warrior able to curse his foes, with the aid of a small selection of spells and the ability to summon a familar this is a ery interesting class that I hope to use someday soon for an Evil NPC. Samurai- Didn't WotC already take a stab at the Samurai? Yep, but they decided to go back and fix what wasn't broken. What we end up with is a Samurai class focused on Dual wielding their Daisho (an Idea I intensely dislike) and who are skilled at staring contests. Between Oriental Adventures, The Quintessential Samurai, and this I now have three choices of Samurai core classes and this is by far my least favorite (The Quintessential Samurai being my most favorite). Swashbuckler- Now I'm always up for a swashbuckler class, but instead of giving a smaller list of bonus feats (that focus on quickness) the Swashbuckler gets a smattering of okay abilities, but in doing so they get pigeon holed and lose their ability to be indivuals. I'd rather use the specialist fighters from Dragon #310 Variant Paladins and Ranges Without Spells- I love this in theory, and as far as paladins go I love how it's implemented, my only gripe is about the ranger. I've always disliked the idea of Rangers having access to spells, so when you take away their spells what do you give them? Spell-like abilities. I would at least come up with non-magical explanations for their powers for a low magic setting . For axample Healing Touch allows the Ranger to Neutralize Poison or Remove Disease... if we make it an Extraordinary power that requires that the Ranger have access to herbs or just plants I'd be happy. My complaints aside I love these things and have a low magic setting just perfect for them ::Eyes a collection of black books with red lettering on the spines:: Chapter 2: Prestige Classes It kind of went without saying... lots of prestige Classes, there are so many I'll just score them, dropping in a comment every now and then. Bear Warrior (5) Blade Singer (6)- You got it right now guys... walk away Cavalier (5) Dark Hunter (3)- Spelunker with Attitude Darkwood Stalker (5) Dervish (7)- Quick moving blades of death ^_^ Drunken Master (7) Exotic Weapon Master (9)- Learns special tricks to use with Exotic Weapons Eye of Gruumsh (6) Frenzied Berserker (6) Gnome Giant Killer (3) Halfling Outrider (3) Hulking Hurler (4)- It's good, if your PCs are of Large size or larger Hunter of the Dead (7) Invisible Blade (6)- Quick Knife-master Justicar (4)- Sorry The Bounty Hunter PrC from SSS's Rangers and Rogues is better. Kensai (6)- Good in theory, not too sure how it'll work in practice Knight of the Chalice (6)- Minus the Favored Foe requirement, but it doesn't look like anyone told the writers. Knight Protector (4) Master Thrower (9)- Like the Exotic Weapon master but with throwing weapons Master of the Unseen Hand (5)- Telekinesis is fun, but not that fun Mind Spy (5)- You can read their mind, no Insight bonus to AC? Nature's Warrior (4) Occult Slayer (5) Order of the Bow Initiate (7) Purple Dragon Knight (5)- Nice... if this were a Forgotten Realms book Rage Mage (9) Ravager (6) Reaping Mauler (6) Ronin (6)- The Blackguard for the Samurai Spellsword (8) Stonelord (7) Tattooed Monk (6) Thayan Knight (4)- See Purple Dragon Knight Warchanter (5) Warshaper (6)- Shape change your body into different weapons, cool. Average? 5.7 A couple of new Good Prestige Classes, some Recycled good prestige classes, a little recycled crap. Chapter 3: Supplemental Rules Translations: Feats, all of them reprinted from other sources, complete with divine feats originally from Defenders of the Faith. What is new are the Tactical feats. They allow you to get a bonus in three very specific instances. At first I wasn't keen on the idea, but reading them I realized that they would help spark a player's imagination in the game. You won't hear "I hit the Orc" when one can "Charge the Orc, and Bullrush him into the orc behind him" We also get weapon styles, I was disappointed with them however because they were all variations on two weapon fighting. It got old quickly. The rest of the chapter rounds out with spells, arcane guardians (for the improved familar feat), and new uses for old skills. Chapter 4: Fantasy Warfare This chapter begins with a discussion of Histocial Warfare vs. Modern-Inspired Warfare within a D&D game. Then various campaign ideas, for example a military campaign, sporting events like jousts, archery contests, gladitorial games, and so much more. The we move into magical items, warrior organizations, deities for warriors, epic feats for warriors, and the book ends with a collection of Exotic weapons. A fairly small collection when one stops to think about it. Final Verdict? If one took all the new material in this book odds are they'd have just enough to fill an article in Dragon. Don't go through this book looking for enlightenment or any earth shattering ideas for your D&D game. WotC is just recycling their existing body of work. This book also suffered from a big problem when it came to art. In the prestige class section I found myself saying "I liked the original artwork better" if you're rewriting an existing prestige class you have got to make sure the art grabs the reader and makes them want to use it. Bottom line, if you want original ideas you're going to have to go to a third party publisher, because WotC seems very interested in recycling what they have. Edit (12/02/03): It's official, I gave it a 2 [/QUOTE]
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