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Path of the Sword
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<blockquote data-quote="HalfElfSorcerer" data-source="post: 2009412" data-attributes="member: 2405"><p>Path of the Sword is the first in Fantasy Flight Games' "Path" seiries. As the cover says, </p><p></p><p>it is a classbook for barbarians, fighters, monks, and rangers. It is very well-written, and </p><p></p><p>as with the other FFG book I own, Spells and Spellcraft, it has a wide enough range of </p><p></p><p>material that nearly anyone would be able to use something from it. What follows is a </p><p></p><p>chapter-by-chapter breakdown of the book. It is not a playtest review.</p><p></p><p>------------------</p><p></p><p>Chapter 1: The Fighting Classes</p><p></p><p>This chapter introduces new combat-oriented classes. There are twelve new prestige classes, </p><p>each with its own accompanying organization. The organizations add spice to the already flavorful prestige classes, but are not required to use them. Within them you start to see the where the book starts to provide options for archetypeal fantasy elements, such as with the pit fighter class. Pit fighters are the ultimate arena fighters, and have abilities such as skewering opponents with their weapons. The blade of the emperor is the ultimate "elite royal task force" class. They gain abilities related to fighting the "enemies of the empire." All the classes seem fairly well-balanced. </p><p></p><p>The next part of chapter one details legendary classes, a new concept created by FFG. These are different from prestige classes in that they are always just five levels, require specific quests to obtain, and usually only one is found in every generation. One feat from the class requirements is left open to the GM, allowing feats to be used from non-OGC sources. The class abilities are also freeform, allowing the player to choose his abilities at whatever level of the class he desires, which affects their power. An example class is the slayer, a ranger who takes favored enemies to the point where he sees himself as a more efficient purveyor of natural selection. Lengendary classes are an excellent concept, and I hope to see more good ones in future "Path" books.</p><p></p><p>The last part of the chapter contains various alternate core classes, including - can you guess? - an alternate ranger. This ranger is called the outdoorsman. He is non-magical, has a fighter's BAB, and gains abilities related to his favored terrain rather than his favored enemies. It may be a bit overpowered, but since I am no expert in balance issues, I can't really say. There are also a few "short" alternate core classes which alter existing classes in very minor ways.</p><p></p><p>Chapter 2: The Fighting Arts</p><p></p><p>This is the book's feats 'n' stuff chapter. The first section contains 27 new feats, six of which are "Rage" feats aimed towards barbarians. The feats are all quite interesting. The Parry feat, for example, allows you to deflect opponent's blows by sacrificing attacks during your turn. The Rage feats provide a twist by allowing you to sacrifice rounds of raging for added effects. The Savage Health feat, for example, allows you to sacrifice rounds of rage for temporary hit points. These feats are balanced and add a cool element to barbarian rage.</p><p></p><p>Acrobatic Combat provides mechanics for characters to do all the fun things fantasy heroes do in books and movies. Now your fighter can run up walls, swing on chandeliers, leap from rafter to rafter, and cartwheel over opponents. Each maneuver can be used by any character who meets the prerequisites. Some, but not all, require skill checks. The Mounted Combat section provides similar moves for characters on horseback.</p><p></p><p>Chapter 3: Schools of Combat</p><p></p><p>The first section of this chapter is a digression on tactics and character development for the fighting classes. It contains "Meelee Archetypes," tactics, and tips on bringing down spellcasters. This is a very good section for people (like me) who don't usually play martial classes and want to give it a shot.</p><p></p><p>The rest of the chapter is devoted to schools of combat. This is a great new mechanic that allows fighters to earn interesting combat abilities without picking up any prestige classes. It allows for creating characters who studied with such-and-such a teacher, as in many fantasy movies and novels. A school of combat basically allows a character to participate in ten "lessons" throughout his career. Each has a minimum level, an XP cost, and takes a certain amount of time. A character could learn just one lesson from a school after a chance encounter from a traveling master, or study the arts of his chosen school from first through twentieth level. As an example, the first lesson of the Soldiers of the White Shield earns the character a +4 stability bonus versus trip attacks and improved grabs. The fifth lesson imparts a +1 to all will saves. The 10th lesson grants the student damage reduction of 2/-. Eight sample schools are included, each with a "traveling master" the players might encounter. Schools of combat are an excellent way of creating versimilitude by making training actually pay back in game terms. This section should not be passed up.</p><p></p><p>Chapter 4: The Warrior's World</p><p></p><p>This chapter deals with some subjects on the life of combat classes. Sections include: </p><p>Mounts, Organizational Templates, Combat Locations, New Equipment, Personalizing Arms and Armor, and Tournaments and Games. Some recieve more detail below.</p><p></p><p>The Organizational Templates section contains a system for creating organizations with multiple rankings. A few sample orgainizations are given, listing prerequisites, benefits, and drawbacks for each rank. This section provides an easy way to have the organizations a character belongs to affect a party's day-to-day life.</p><p></p><p>The Combat Locations section provides details for the effects of terrain conditions on combat. Conditions detailed include: slipperiness, slope, close quarters, obstacles, glare, gravity, and fighting while climbing. Various sample locations using the rules follow. The example locations are interesting, and the rules are well-thought out.</p><p></p><p>The Tournaments and Games section has rules for various games of combat prowess a fighter may find himself competing in. The most interesting is the weapon display, with a breakdown of the bonuses a character gets for various feats. The jousting section is taken from Natural 20 press' "Tournaments, Fairs and Taverns."</p><p></p><p>-----------------------</p><p></p><p>Conclusion: Path of the Sword is an excellent book. I have absolutely no problems with it. As far as I could tell, everything was balanced and well-written. The plethora of new ideas contained within show the innovation of the Fantasy Flight Games developers. No player who plays martial characters and no devious DMs should be without this book. It is well worth the money.</p></blockquote><p></p>
[QUOTE="HalfElfSorcerer, post: 2009412, member: 2405"] Path of the Sword is the first in Fantasy Flight Games' "Path" seiries. As the cover says, it is a classbook for barbarians, fighters, monks, and rangers. It is very well-written, and as with the other FFG book I own, Spells and Spellcraft, it has a wide enough range of material that nearly anyone would be able to use something from it. What follows is a chapter-by-chapter breakdown of the book. It is not a playtest review. ------------------ Chapter 1: The Fighting Classes This chapter introduces new combat-oriented classes. There are twelve new prestige classes, each with its own accompanying organization. The organizations add spice to the already flavorful prestige classes, but are not required to use them. Within them you start to see the where the book starts to provide options for archetypeal fantasy elements, such as with the pit fighter class. Pit fighters are the ultimate arena fighters, and have abilities such as skewering opponents with their weapons. The blade of the emperor is the ultimate "elite royal task force" class. They gain abilities related to fighting the "enemies of the empire." All the classes seem fairly well-balanced. The next part of chapter one details legendary classes, a new concept created by FFG. These are different from prestige classes in that they are always just five levels, require specific quests to obtain, and usually only one is found in every generation. One feat from the class requirements is left open to the GM, allowing feats to be used from non-OGC sources. The class abilities are also freeform, allowing the player to choose his abilities at whatever level of the class he desires, which affects their power. An example class is the slayer, a ranger who takes favored enemies to the point where he sees himself as a more efficient purveyor of natural selection. Lengendary classes are an excellent concept, and I hope to see more good ones in future "Path" books. The last part of the chapter contains various alternate core classes, including - can you guess? - an alternate ranger. This ranger is called the outdoorsman. He is non-magical, has a fighter's BAB, and gains abilities related to his favored terrain rather than his favored enemies. It may be a bit overpowered, but since I am no expert in balance issues, I can't really say. There are also a few "short" alternate core classes which alter existing classes in very minor ways. Chapter 2: The Fighting Arts This is the book's feats 'n' stuff chapter. The first section contains 27 new feats, six of which are "Rage" feats aimed towards barbarians. The feats are all quite interesting. The Parry feat, for example, allows you to deflect opponent's blows by sacrificing attacks during your turn. The Rage feats provide a twist by allowing you to sacrifice rounds of raging for added effects. The Savage Health feat, for example, allows you to sacrifice rounds of rage for temporary hit points. These feats are balanced and add a cool element to barbarian rage. Acrobatic Combat provides mechanics for characters to do all the fun things fantasy heroes do in books and movies. Now your fighter can run up walls, swing on chandeliers, leap from rafter to rafter, and cartwheel over opponents. Each maneuver can be used by any character who meets the prerequisites. Some, but not all, require skill checks. The Mounted Combat section provides similar moves for characters on horseback. Chapter 3: Schools of Combat The first section of this chapter is a digression on tactics and character development for the fighting classes. It contains "Meelee Archetypes," tactics, and tips on bringing down spellcasters. This is a very good section for people (like me) who don't usually play martial classes and want to give it a shot. The rest of the chapter is devoted to schools of combat. This is a great new mechanic that allows fighters to earn interesting combat abilities without picking up any prestige classes. It allows for creating characters who studied with such-and-such a teacher, as in many fantasy movies and novels. A school of combat basically allows a character to participate in ten "lessons" throughout his career. Each has a minimum level, an XP cost, and takes a certain amount of time. A character could learn just one lesson from a school after a chance encounter from a traveling master, or study the arts of his chosen school from first through twentieth level. As an example, the first lesson of the Soldiers of the White Shield earns the character a +4 stability bonus versus trip attacks and improved grabs. The fifth lesson imparts a +1 to all will saves. The 10th lesson grants the student damage reduction of 2/-. Eight sample schools are included, each with a "traveling master" the players might encounter. Schools of combat are an excellent way of creating versimilitude by making training actually pay back in game terms. This section should not be passed up. Chapter 4: The Warrior's World This chapter deals with some subjects on the life of combat classes. Sections include: Mounts, Organizational Templates, Combat Locations, New Equipment, Personalizing Arms and Armor, and Tournaments and Games. Some recieve more detail below. The Organizational Templates section contains a system for creating organizations with multiple rankings. A few sample orgainizations are given, listing prerequisites, benefits, and drawbacks for each rank. This section provides an easy way to have the organizations a character belongs to affect a party's day-to-day life. The Combat Locations section provides details for the effects of terrain conditions on combat. Conditions detailed include: slipperiness, slope, close quarters, obstacles, glare, gravity, and fighting while climbing. Various sample locations using the rules follow. The example locations are interesting, and the rules are well-thought out. The Tournaments and Games section has rules for various games of combat prowess a fighter may find himself competing in. The most interesting is the weapon display, with a breakdown of the bonuses a character gets for various feats. The jousting section is taken from Natural 20 press' "Tournaments, Fairs and Taverns." ----------------------- Conclusion: Path of the Sword is an excellent book. I have absolutely no problems with it. As far as I could tell, everything was balanced and well-written. The plethora of new ideas contained within show the innovation of the Fantasy Flight Games developers. No player who plays martial characters and no devious DMs should be without this book. It is well worth the money. [/QUOTE]
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