Okay, let's face it;
D&D is about fighting. Yes, one can use the rules to tell beautiful fairy tales, or gritty yarns of dark, godless worlds. Yet, even in those stories, the meat is conflict, and a strong sword arm often decides the victor. Taking this idea to heart, Fantasy Flight Games (FFG) brings us the
Path of the Sword, a tome full of ideas and mechanics to make a character a better warrior, and a DM better equipped to handle the inevitable battle.
Path of the Sword starts with the old standby in the current d20 marketplace: the prestige class. Don't get me wrong here, I love a good prestige class, and
Path of the Sword has more than a few. In fact, the very first one had me wanting to keep reading. Many of these classes are colorful, balanced, and thoughtfully designed. What's more, all are tied to organizations, for which I applaud FFG. Still, there are flaws.
There are weird requirements, some classes are too powerful (or have abilities that are), and others seem like the writer was grasping to find class abilities to fill gaps. For the Champion of the Shining Light, which is a great idea (a monk that's good against undead), a clever player will note that good selection of abilities for her character allows entry at 3rd-level. A half-elf Mnk3 has all of the required feats as "metafeats", except Great Fortitude, which may be acquired at 1st level. By 3rd level, that same character can have 3 ranks in Knowledge (religion), and she's in. That is, as long as the elders of the monastery approve her ascension. I don't really object to this, but according to
DMG a character's not supposed to be able to qualify for prestige class until 5th level.
As further examples, the Frontier Marshal grants a character a whopping +20 to Wilderness Lore checks to Track by 10th level. While this bonus is limited to the character's "native terrain", it still seems too high, is certainly more than would be granted by a feat, and serves to unhinge certain scenario possibilities. The Pit Fighter can (under limited circumstances) gain an unwieldy number of additional attacks per round, and the Ki Warrior reads like a hodge-podge of video game powers. It's very hard to generalize though, because many of the classes, like the Brother of the Cloak, Order of the Unicorn, Blade of the Emperor, and Guardian of the Way were excellent. That these classes had organizations developed to go with them was a big bonus.
Some of those organizations are flat or trite, while others are first-rate. The Pit Fighter class didn't impress me, but I quite enjoyed the Stable of the Outlander group tied to it, because it was bold enough to define itself virtually completely. Other classes were great, but the association was hollow. The Guardians of the Way come off as generic monks with some ethereal philosophy that the author was too afraid (or lazy) to share with us. Ambiguity in a gaming product is not a virtue. Had the writer presented a philosophy that didn't suit me, I could change it. As it is, I have to make it up.
Another thing that was odd to me was the fact that the book contains a feature called Organizational Templates, yet none of the organizations in the other sections use the template format. The template itself is a great idea, allowing a DM to design guilds and groups that have unique flavor and offer special benefits to members without a prestige class. Further, the sample groups presented are innovative.
Other original items include the legendary classes, which are for high-level characters that complete epic quests, soaring to positions of singular power. The requirements are suitably tough, and the restrictive nature of qualifying makes the task hard on the player as well. Flexible ability selection is something that a normal prestige (or core) class doesn't offer, and serves to make each legendary character different.
About half of these classes are quite nice, but the Black Knight and Demonic Servant don't seem "legendary" at all. The Justicar has powers that are poorly composed (like an aura power that can, as written, evoke fear in allies), while some classes have abilities that are just too game breaking for my taste (like the Slayer's ability to become immune to a number of attack types, such a red dragon's breath weapon, per day). Perhaps if all of the legendary classes had backgrounds like the Adamantine Warrior or the Stormwalker, their capabilities would be easier to swallow--legends shouldn't be generic. Though I like the creativity behind the legendary classes, I caution their use due to the power a PC of this caliber wields.
Path of the Sword offers up variants for low-level heroes too. One such advance in the d20 arena is a selection new classes that a character can start with at 1st level, while another is a group of alternate ways to look at an existing core class. The latter item is better than the former, and the writers may have improved the section by making all of the variants short alternates to the core classes. These tidbits on manipulating an existing class to get the type of character you want were far more valuable than the fully developed variants. As for the full classes, the Commander did point out a flaw in the fighter as a leader and strategist, but fell into the same trap by not including some relevant skills in the Commander's repertoire, such as Knowledge (war). Other things seem silly, like that the ranger-variant Hunter hates his foes utterly, rarely showing any mercy, yet has a specific class ability that allows the easy subdual of those same enemies. The fact that there is only three of each of these things in the book disappointed me as well. Compared to the twenty class variants one gets in Mongoose's The Quintessential Rogue, three of each concept is hardly enough. But FFG did do something that few other entities have done. They added a new skill (Urban Lore) that actually has merit, without falling under the purview of other core skills.
Where they succeeded with that one skill, they also did well with the new feats. Almost all of the feats are balanced and playable, while those few that aren't stick out plainly. Some, such as Hunter's Wisdom, are even what I'd call underpowered. The feat Parry is an interesting one, but I wonder how valid it paired with the likes of the fighting defensively combat action (and Expertise). The
Player's Handbook admits that combat is abstract, and feats like Parry and Riposte take battle to a defined level. I'm not decrying that quality, but looking at them and the section of the book that follows got me thinking.
You see, the next section includes fighting maneuvers, like those in swashbuckling movies, or the mounted escapades of cowboy heroes. I wondered why Parry wasn't created as a maneuver, or why some of the maneuvers weren't executed as feats. Maneuvers have prerequisites and benefits like feats, but supposedly any character that meets the prerequisites, and makes the required skill checks, can perform the maneuver. The thinking behind the maneuvers is both logical and skillful. Yet, while they are certainly fun, and they'll add color to combat, the prerequisites of some are too high to be an accurate reflection of what it takes to complete the act. Polework, a routine commonly performed by amateur gymnasts, requires 21 ranks worth of skills, something I doubt those gymnasts could meet. The wording of some others makes them near useless, like the fact that anyone can remove a lasso as a move-equivalent action before the rope tightens. Shouldn't that require a Reflex save?
My first reflex, upon reading the "Schools of Combat" section of
Path of the Sword, was to gasp in disbelief at how powerful this stuff makes the already feat-laden fighter, regardless of the XP and gold costs. With a more critical eye, I saw that FFG might have been trying to break out of the prestige class mold with these organizations and abilities, which is a bold and laudable experiment. The abilities granted for pursuing a school's training aren't
that unbalancing. Still, since each school is essentially an organization, here was another prime opportunity to use Organization Templates, but the writers didn't. The schools may be novel, but prestige classes probably provide a better venue for fitting these academies into an existing world.
That world will be made all the richer, however, if the DM decides to use the material found in "Chapter Four: The Warrior's World". The mount material is largely superior, though the mount types seemed to have some nonsensical abilities, like the show mount's 10 ranks in Perform. While, in our world, Lipizzaner Stallions are certainly graceful animals, without their trainers or riders to guide them, they don't perform tricks on their own. Perhaps the material already in the core rulebooks about teaching animals could have been expounded upon in such a way that things, such as show mounts, were elucidated without the strange mechanics.
Better-executed mechanics describe fighting environments, which are useful, enjoyable, and Open Game Content. A few pages of equipment fall into the same category, followed by some (predominantly) excellent closed-content rules for customizing fighting equipment. The final pages of the book are a treasury, storing rules on how to run contests and tournaments. Some of the mechanics are unwieldy, especially the footrace rules. These unintentionally point out how, according to the core rules, a creature with the same base speed as another never catches the other creature in a race (barring fatigue), thus some rule has to be made to simulate races. Still, such a rule is nice to have, rather than being forced to wing it. Further, the system for jousting is from Natural 20 Press's
Tournaments, Fairs, and Taverns. I really like to see this kind of cross-pollination, because it standardizes the d20 rules.
Everything in
Path of the Sword still works to arouse the imagination, even if it isn't "plug-and-play", thus allowing creative persons to expand the ideas in the book. If you don't like "Schools of Combat" that's fine, they can be useful in creating great prestige classes. The whole volume worked this way for me. I'm sure some DMs (and munchkins ... er ... players) will have a field day with the more experimental parts of the tome as is, while the straightforward parts bid to ease adjudication burdens.
Path of the Sword is a solid piece of work, has real bite, but a few rough edges...just like that 12th-level half-orc barbarian you've been playing.
This review was originally written for
Gaming Frontiers on 10/29/02.