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Fighting Styles from CFH

jaz0nj4ckal

First Post
I am reading through the Complete Fighter’s Handbook (CFH) this rainy Saturday, and started to wonder – “has any module or game accessory used the different rules presented in the CFH”?

If I allow my PC to use the rules from the CFH – will it totally unbalance the game? Without customizing NPC from modules will my party ever face a NPC that was created with the CFH rules?


I am particularly looking at the “two weapons style” and “ambidexterity” rules introduced in the book.


Thanks
JJ
 

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“has any module or game accessory used the different rules presented in the CFH”?

As far as I know, there were never any modules or other products that specifically used the rules from any of the various "Complete Handbooks"... Perhaps with the exception of the Al-Qadim setting, which might have used rules from the "Complete Sha'ir's Handbook".

I do however, know that the module "The Gates of Firestorm Peak" used rules from the "Player's Option" books...
 
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That's a really good question... I really need to have a look at the later-era AD&D adventures and see if any used them.

With regard to the balance of adventures: I don't think it's going to be much of a problem. The fighting styles will increase the power of your fighters in a minor fashion, especially when compared to the abilities of magic-users and clerics. The big power-gain for fighters came from the inclusion of specialisation in the PHB... something that (I think) few adventures used anyway. Ultimately, the effect of using these rules meant that monsters died slightly faster, but they were still causing problems for all of the players I ran, back in the day.

If the threats seem to easy for your players, then, as the DM, you're quite allowed to alter their statistics: improve HP or AC, or increase numbers of combatants.

Cheers!
 

As far as I know, there were never any modules or other products that specifically used the rules from any of the various "Complete Handbooks"... Perhaps with the exception of the Al-Qadim setting, which might have used rules from the "Complete Sha'ir's Handbook".

I do however, know that the module "The Gates of Firestorm Peak" used rules from the "Player's Option" books...

Thanks for the insight - I will look into the module you mention. Also, I never purchased any of the Al-Qadim setting when it first came out; however, from what I understand it was for higher then normal level characters?
 

That's a really good question... I really need to have a look at the later-era AD&D adventures and see if any used them.

With regard to the balance of adventures: I don't think it's going to be much of a problem. The fighting styles will increase the power of your fighters in a minor fashion, especially when compared to the abilities of magic-users and clerics. The big power-gain for fighters came from the inclusion of specialisation in the PHB... something that (I think) few adventures used anyway. Ultimately, the effect of using these rules meant that monsters died slightly faster, but they were still causing problems for all of the players I ran, back in the day.

If the threats seem to easy for your players, then, as the DM, you're quite allowed to alter their statistics: improve HP or AC, or increase numbers of combatants.

Cheers!
As always - you provide me with some great ideas - thanks - I have been doing something along those lines with some Space Skeletons (long Spell Jammer story, will spare you the details) that I created for something odd. I took the base skeleton and added some HP and improved AC. The idea was to throw the PCs off as to what they were fighting.

thanks.
 

I never purchased any of the Al-Qadim setting when it first came out; however, from what I understand it was for higher then normal level characters?

No, Al-Qadim was for standard level play (Just like the rest of the Forgotten Realms). Perhaps you are thinking of Dark Sun, in which it was recommended that characters start at 3rd level?
 

No, Al-Qadim was for standard level play (Just like the rest of the Forgotten Realms). Perhaps you are thinking of Dark Sun, in which it was recommended that characters start at 3rd level?

Hmmm... I was wrong, and you are right... yes I looked up two systems and it was Dark Sun I was thinking of.

However, I do remember seeing the Al-Qadim stuff, and it was those boxed items I never got a chance of getting... If my memory serves me, these days feels as if I have my old x286 running my mind - I have the Dark Sun box set somewhere.

thanks
JJ
 

these days feels as if I have my old x286 running my mind -

Wow, 286 computers... I have not heard those referenced in... Well, a really really long time. Now I feel really old! :p

Anyway...

If you ever get the opportunity to get any of those old Al-Qadim boxed adventures, you should grab them - good stuff.
 

To the best of my knowledge... most games and/or modules use the base rules and go from there. The Handbook and Player's Option accessories are there to supplement and/or give alternatives to the original rules.

Regarding Two Weapon Style and Ambidexterity.. bare in mind that a player or NPC has to spend a weapon proficiency on each one of those and an additional one if they wish to use the same weapon size for both weapons. Essentially, at the minimum, they'd be spending two additional weapon proficiencies to gain no penalties to dual wielding weaponry. Granted, a standard Fighter -could- begin with.. say.. proficiency in, let's say a Short Sword and a Dagger each then have Two Weapon Style and Ambidexterity.. but that wouldn't leave them much room for other things. In fact, it's possible that it might hinder them since they wouldn't have anything in Slashing or Bludgeoning type weapons! Sure, they'd have no penalties for the two weapons, but min/maxing can be circumvented in regards to "how good" it is by merely pitting them against enemies that have bonuses against certain things or that can disarm them.

Always remember.. creative methods and intelligent foes can hinder the characters and penalize those who attempt to min/max.
 

I'm reminded of the adventure "The Bandits of Bunglewood" by Chris Perkins from Dungeon #51 (Jan/Feb 1995), which centered around "The Seven Deadly Jekks" - kobolds that had taken fighter levels (from The Complete Book of Humanoids) with options from The Complete Fighter's Handbook.
 

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