Saeviomagy
Adventurer
Complete warrior didn't have any real problems, aside from the rather obscure hulking hurler number crunch. The worst PrC's in it are not really that bad - they tend to give up something real and tangible for their benefits. Beyond that, they were giving power ups to what are the classes that need them the most. I would have felt quite comfortable adding the book as a whole to a campaign, and simply having to review characters as they came through. The same is true of the miniatures handbook.Westwind said:Just about every splatbook generates this criticism, and in many ways it's a fair one. However, I imagine it would be almost impossible for writers to create a product whose power-level fits perfectly in any campaign. In the above-mentioned City of the Spider Queen adventure, I played an over-powered Cleric with some insane tricks I would never allow in a campaign I was running, but it worked since the power of our opposition (and really, their numbers and our environment) evened out whatever advantages we had. There are things in CD I won't allow or might have to adjust before I allow them, but it's still a useful resource (imho) since it gives me a lot of stuff I will use and ideas to develop more material on my own.
Complete divine seems to have quite a number of problems, ones which are violating the basic tenets of the game. In other areas it's presenting benefits for no cost. Also it's adding considerable power to a class which simply doesn't need more power. Finally, most of the problems seem to stem more from laziness than from a genuine difficulty in balancing mechanics.