My review on TQF...
Well..I just purchased TQF today and I must say that on my first read I quite like it. I will break down my view on each of the sections. I am looking at this from both a DM and Player point of view.
Character Concepts:
I quite liked this section, most of the concepts given are of the "Archtypical" warrior concepts which is quite good I feel. I thought that the way that the benefits of taking one of these concepts were well thought out, however in only one or two case did they outweigh the penalties. (this can be easily fixed by the DM.
The Prestige Fighter:
Again, I quite liked this section, as again the Prestige Concepts were based on the various more conventional types of warriors that you would expect, rather that having a bunch of silly campaign specific classes. Also the fact that some of them are designed for low level characters (ie 5-9th) to aspire to, and others are designed for high (like the Master Bowman - that pick looks just like Legolas btw) level characters (ie 10-16th). I thought that none of them were overpowered in any way. And I thought the Legend was a particularily interesting class...
Tricks of the Trade:
I found this section possibly at a quick glance the least interesting section, however, since rereading it I have had a bit of time to think. What it does in the first part on Weapon/Armour Crafting is give a positive reason for the fighter to actually become a smith of some sort. I can especially see archers taking this line.
The part on Called Shots, was to me very well thought out. I don't see this as being overpowered, and yet you still get a result from hitting someone on the head/eye/arm etc. And the way it is restricted is to me balanced.
Then the part on Duels is to me basically fluff for most games UNLESS your game is HEROIC in its nature. Then this section is of great use. If you like to just carve up your foes then move on.
The part on Jousting is like the Duels section except it is of use oddly enough only in a game where you have....Jousting. But it seemed at a glance quite good...extra table there...starting to look a bit like RoleMaster...he he.
And the last bit on Shield Walls...YAY!!! sorry.. I have always wanted a balanced way of doing it and this seems to be it. Like the Duel/Jousting parts it is only of use in a campaign where you get them..maybe a Roman-like setting.
Fighter Feats:
As I haven't tested the feats I don't know what the impact of them will be. However on reading them I think that they are just a logical extension of the PHB list for the fighter to take (unlike SaF) I think that they allow you to take a more varied path if you a fighter, allowing some interesting combinations that actually make sense. O...and they have a feat for using two hand crossbows...
Tools of the Trade:
The part on weapons was another bunch of weapons.. most seem to come from acutal history, all of them might. None of the weapons are stoopid..or overpowered as far as I am concerned. And about time someone included rules for the Atlatl in a book.. or should I say ones that accurately portray just how useful they are.
The part on new Armours was a bit...um.. I dunno, odd.. I not sure why but the new armours (about 6 of them) could/would exist. However, I like the fact the Silk Shirts were relistically potrayed....And for that Dragonscale shield...that was one big Dragon.
The next bit on Equipment was really good. I quite like the extra stuff for archers...stuff that actually exists. And the other gear makes sense to be included with rules for them.
The part on Black powder weapons does not hold back. It shows just how POWERFUL black powder guns were in reality. Good. I would much rather have that than some stupid powered down rules just for the heck of it. That is to say the power has been balanced. Black powder weapons are not "Safe". I think that the rules needed to be included just so there are some good rules on it.
Fighting Styles:
This sections is possibly the most controvesial of the rules. I liked it. I thought the way that the significant requirements and the in game requirements balanced out the powers that some of the styles give. I also like the way they weren't either Feats or Prestige classes. The reason is that you could have two almost identical fighters with an almost identical set of feats and prestige classes yet because of what Style they use the two characters feel completely different. Plus none of the styles were World Specific (I really really really hate that...can anybody say SpiderthingyRogueofLLoth grumble grumble waste of paper) Also all of the styles can be easily modified.. ie Bloodsteel changes to race required Elves and weapon - Doublesword.. and you have a Elven Bloodsteel Style. And finally a style that makes the Quarterstaff as useful as it is in real life.
Tournaments:
This section is cool fluff.. Because it is something that fighters do.. (you know fight in competitions) when they aren't out a slaughtering. Gives a wee bit of stuff on them. and duels and archery comps with a cool little table for where you hit on the target. It is a useful section that only takes up 4 pages.. not wasted pages in my mind.
Mercenaries:
I think that it is good that this section is in the book. It really gives a way for characters to hire large numbers of mercs. Good for high level Fighter/Generals or anybody who wants to go a warring.
The Open Mass Combat System:
Um...Haven't really read it/tested it.. Skimmed it though...seems to be useful. For mass combat.. I guessing that that is the reason for the name.
Designer Notes...yup I read them..they were there. They made sense.
Fighter Character Sheet; Um.. I find that Character Sheets are a very personal thing. These seemed clean and well laid out.. just not the way I like it.
Rules Summary; a quick overview of all the new rules. quite useful.
Now...for the thing that you might not have expected..AN INDEX!!!!...sorry pet hate of mine...it seems that many RPG books seem to be lacking in that department. Have one is a GOOD thing. Do you hear? A GOOD THING..
Overall, I must say that this really is the FIRST true class book for D&D. heck for any D20 game that has fighters in it. However it is slanted heavily towards D&D rather than say...WoT. Personally I found more use in the first 12 pages than in ALL of the Sword and fist book. 96 pages were of stuff that is useful to me NOW. the last 32 pages would be useful for someone with a Mass Combat situation to deal with (not in my game as of yet)
Lets just say that based on the strength of this book I will definately be buying the Quintessential Rogue book.. (specially since i am playing a rogue at the moment)
I would like to hear other peoples thoughts on it too.
Drakmar.
