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Sword & Fist

IronWolf

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The first thing that I noticed about Sword & Fist was the size of it - for the price, it is a very thin softback book. I must admit that I was expecting something at least two or three times as thick.

Once I got into the book I had mixed feelings. Some of the new prestige classes I liked; others seemed overly powerful or downright pointless. The new feats were good in concept but frequently unclear in design; the rules for chariots and the alternative uses for skills already present in the game were both good.

I wasn't so impressed with the last quarter of the book - simplistic maps of various buildings with brief, one line descriptions of each room. I could design these myself, in three times as much detail, in just half an hour. Also, the sections on how to play your fighter or monk seemed to be more suited to the Hero Builders Guidebook.

The new weapons - a few interesting weapons, and a few absurd ones which won't ever get within a mile of my game.

The main gripe, however, is the number of mistakes. The book seems to be filled with them - many of the feats are unclear or ambiguous and need clarification. Important details are left out of some prestige classes (the Halfling Outrider is missing an entire column from its class abilities table).

All in all, a reasonable product but with too many flaws and not enough pages. Without the errors I would have given it an average score. As it is, I rate it poorly.
 

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Sword and Fist is a 96 page softcover that is overpriced at USD19.95. It is divided into 5 chapters. The first chapter covers feats and skills. Many of teh feats are disappointing, IMHO. They just don't interest me. Some have ridiculous requirements, such as Blindsight 5 ft. radius and Eyes in the Back of Your Head, both of which require a WIS of 19, and Improved Overrun, which requires four other feats. I was hoping to see more feats representing martial arts, but there are only a few. Guess I'll have to wait for Oriental Adventures. Can't we have more feats that don't have to do with combat? The skills section is short, but provides some intersting new uses for PHB skills.
The next chapter covers prestige classes. Soem of these are interesting, but others are too specialized or silly. I think the idea was to give players ideas for developing their own prestige classes. The Devoted Defender and Drunken Master are pretty ridiculous, and everyone will want the Weapon Master. Sigh.
The third chapter descibes suggestions for the roles of fighters and monks in campaigns. This is pretty basic stuff, not for experienced gamers. Some of the examples are specific to Greyhawk and others apply only to certain prestige classes.
Chapter 4 gives suggestions for playing different types of fighters, including which feats to get. There is also a strategy guide for fighting against various types of creatures.
Chapter 5lists various weapons, some really stupid and others drawn from old sources like Oriental Adventures The pic of the triple dagger is lame. Where are the Renaissance triple daggers? This chapter also has a weapon equivilency table for converting weapons from other cultures (such as the katana), new magic armor and weapons, vehicles, and fortresses. The rules for chariots are probably the best part of the book! The eight fortresses (actually one is an arena and another a monastery) vary in the level of description and are fairly generic, although still useful.
Overall, Sword and Fist is an optional buy. It adds little to the game, especially for experienced gamers, but does have some useful ideas. If I had to do it over again, I wouldn't have purchased this supplement. None of the players in my group like it either, except for the Weapon Master!
 

I shall comment on the description on the backcover wich tell you what you can expect from this book:

1)"New feats, prestige classes, weapons, and equipement."

Feats in this book are not that bad, but they need clarification, either check sage advice or errata when they appear.

Prestige classes needs correction but don't run for them, the prestige class are more example than pick an play, there is some world specific like red avenger and knight protector or generic like duelist and weapon master, but the DM would probably change requirements and/or class features.

Their is a too short table about wich D&D weapons is the equvalent for historical weapons, and a table with new weapons, but lots of them are unbalanced : they are all exotic weapon, small battlepick gnome 1d6 x4, large fullblade 1d12 19-20 x2, large mercurial greatsword 2d8 x4, and so on...

Some new magical items (nothing to be crazy for), two-person chariot and halfling war-wagon is all the new equipement.
As a side note, the author gives with the chariot combat rules to use it, and it appears as usefull as mounted combat (same feats same DC), but nothing to say that chariot combat was good in roman time but far less usefull latter, you can't make a mounted charge without saddle and stirrup, but once you have them, you haven't to care about a chariot wich can be easily broken with a single blow in a wheel, or slow to change side in a fight.

2)"Information about special organizations such as Red Avengers and the Knight Protectors."

You use Greyhawk, they might be usefull, I don't know.

You need new organizations for your world, they aren't fun or exceptionnal, and there is no advice for beginner on how to make your own (with advice like secrety, which elemnt fell knightly...).

3)"Maps of locations that fighters and monks frequent: guard towers, monasteries, and a gladiatorial arena."

16 pages (in a 96 pages B&W book) with maps and generic description for castles, and the like, if your an experienced DM, you probably have similar maps and description in your collection, but it might be usefull to have the description and the map in a single book.

Now, comments on what else is in this book:
-chapter 1: feats and skills, new use for some skill, good advice.
-chapter 2: prestige classes (see above)
-chapter 3: wordly matters, roles of fighter & monks in the campaign, and racial issue -> it's great, it gives restriction on playing dwarf and gnomes monks, against the new D&D philosophie of no racial restriction (4 lost pages)
-chapter 4: advice on customization of character, usefull for player, worthless for DM, most of the book needing DM aproval, perhaps some lost pages here too.
But you get advice on how to fight, tactics, statistic of some combat factors, monstrous fighter or monk (speed, unarmed damage and new feats), 2 examples of combats, and good rules variants, usefull to learn the mechanics of the games, and produce good challenge for the player using the game mechanics without overpowering the monster.
-chapter 5: equipement & maps (see above)

Conclusion: if it's for a DM, she (or he as you like) might found usefull item and advice, but it's definitly not for player or as much as the DMG is for player.
 

I've been a staunch fan of this book since its appearance. I think that, as the first of the line, a lot of hopes were raised that it would be the be-all, end-all class book for Fighters and Monks. I think that few books could have met the expectations raised for this one. That said, this is a nice, solid little gem.

The Feats are nice. Although I had no real problems with them, I can see now where others might find a few of them ambiguously worded and tough to adjudicate.

The Prestige Classes are uniformly fun and imaginative. They range from the ones that make you think "jeez, that's so obvious I never would have thought of it" - the Warmaster, the Knight Protector - to the off-the-wall - Ravagers - to character types found in movies - Ghost Walker, Drunken Master. Overall, a very colorful, fun section of the book, which explodes former standards and provides inspiration for even more original, campaign-specific Prestige Classes.

The new weapons are generally cool. Despite all the wailing and gnashing of teeth, the Mercurial Greatsword, based on a sword in Gene Wolfe's "Shadow of the Torturer," "Claw of the Conciliator," "Sword of the Lictor," and "Citadel of the Autarch," is one of my favorites. Now, if only WotC did not take so long to give us the straight dope on what the damage done by this thing is.

The combat examples are something that are both helpful and fun to read. Some mistakes have been caught in them, though.

The section on strongholds and arenas is unexpected, but a nice surprise.

Sword and Fist provides a nice mix of material, all of it likely to spark even more ideas for the user.
 

Beware! This review contains major spoilers.

Sword And Fist is a guidebook to fighters and monks for the D&D game. It costs $19.95.

Production & Presentation: This is a 96-page softcover accessory. The front cover is average colour artwork showing 3 of the standard PCs from the PHB (including a very odd masculine-looking female monk). The back cover gives a very brief overview of the accessory. The inside covers are both blank. The first page contains credits, the second and third pages contents. The layout is standard WotC stuff, two columns of clear text bordered by a runic strip on the outer edge of each page. There is plenty of black & white internal artwork, much of which is good, but seems a little repetitive. The maps at the back of the accessory are of good quality and depict the various buildings dealt with in the final chapter (see below), in typical overhead view.

Whats Inside: The introduction highlights the fact that the information inside is optional material - the DM has the final say over what they bring into their own campaign. My previous experience of the Complete Handbooks of 2nd Edition is that most people treat these optional rules as an extension to the main rules rather than an option, pretty much negating this comment, but it had to be said I guess.

Chapter One deals with Feats and Skills. New feats are Blindsight (sense opponents in darkness), Circle Kick (kick multiple opponents), Close-Quarters Fighting (improves grappling), Death Blow (improved coup de grace), Dirty Fighting (extra damage with full attack), Dual Strike (improves flanking bonus), Eagle Claw Attack (shatter objects with unarmed strike), Expert Tactician (additional partial action against Dex-less opponent), Extra Stunning Attacks (three extra for Stunning Fist), Eyes In The Back Of Your Head (negates flanking bonus), Feign Weakness (bluff catches opponent flat-footed), Fists Of Iron (more damage from unarmed attack), Hold The Line (improves defence against charging), Improved Overrun (target cannot avoid), Improved Sunder (double damage), Knock-Down (free trip after 10 point melee attack), Lightning Fists (2 extra attacks), Mantis Leap (improved melee attack after Jump), Monkey Grip (can wield larger weapons), Off-Hand Parry (+2 dodge from off-hand weapon parry), Pain Touch (victims nauseated for 1 round), Pin Shield (negate shield AC), Power Lunge (doubles strength modifier to damage, draws AoO), Prone Attack (no penalty), Rapid Reload (free action, draws AoO), Remain Conscious (partial actions with negative hp), Sharp-Shooting (+2 vs. opponents with partial cover), Shield Expert (off-hand attack with shield, retain AC), Snatch Arrows, Throw Anything (any weapon), Zen Archery (Wis modifier to ranged attacks <30 ft.). There are some new uses for old skills discussed and some new Knowledge skills (War, Streetwise, Politics, Maths, Literature, Folklore).

Chapter Two deals with Prestige Classes: Cavalier (mounted combat class features), Devoted Defender (defensive class features), Drunken Master (alcohol improves combat class features (yeah, riiiiight!)), Duelist (movement and defence class features), Fist Of Hextor (thuggish class features), Ghostwalker (mystical class features), Gladiator (tactical fighting and performance class features), Halfling Outrider (mounted defence class features), Knight Protector Of The Great Kingdom (improved combat and skills class features), Lasher (whip class features), Master Of Chains (chain combat class features), Master Samurai (mystical combat and movement class features), Ninja Of The Crescent Moon (mystical sneaking combat class features), Order Of The Bow Initiate (ranged attack class features), Ravager (terror class features), Red Avenger (mystical sonic class features), Tribal Protector (homeland-related class features), Warmaster (battle tactics class features), Weapon Master (increased effect of weapon class features).

Chapter Three (Worldly Matters) covers basic details on the possible roles of a fighter in the game world and takes a look at using racial advantages to best effect for the class, then repeats this process for a monk. The rest of the chapter is devoted to organisations in the campaign, most of which is taken up by five examples: The Fists of Hextor, The Knight Protectors of the Great Kingdom, The Knights of the Watch, The Ravagers and The Red Avengers, which link to the Prestige Classes in Chapter Two, and are all Greyhawk-related, with some advice on adapting them to your own campaign.

Chapter Four (The Game Within The Game) deals firstly with a few ideas on how to choose skills, feats and allocate ability scores when creating a character to emulate a more modest version of a Prestige Class (e.g. Gladiator, Duelist, Pirate). A short example shows the importance of choosing feats carefully to achieve a prestige class as early as possible. The next section of the accessory outlines combat tactics – general (such as dealing with undead opponents) and specific (such as using the Cleave feat). It then continues with advice on giving monsters levels in fighter and monk, followed by two short sections on mounted combat. Two combat examples come next – mounted combat, and the duel – with character stats provided. There are also two official rules clarifications on using shuriken and striking with a touch spell. The chapter finishes with three rules variants – counter tumble, flexible weapon focus with bows, and double-handed disarm.

Chapter Five (Tools Of The Trade) introduces some new exotic weapons. There is a section on comparing certain weapons that have not been described for 3rd Edition to previously described ones (e.g a gladius equates to a short sword, a katana to a masterwork bastard sword). Some new magic items are then introduced. The next section covers chariots with some chariot-specific feats. The rest of the chapter is dedicated to examples of fighter/monk-related buildings – a border tower, an elven canopy tower, a lighthouse keep, a gnome bridge keep, a bailey castle, a dwarven plateau castle, a monks’ temple and a gladiatorial arena. Each entry has information on the structure, typical inhabitants and cost. In addition, the gladiatorial arena has ideas on unusual gladiatorial fights. The maps towards the end of this section show a representation of each of the buildings described in the text.

The High Points: There are several interesting feats that I feel enhance the game – in particular Dirty Fighting, Eyes In The Back Of Your Head, Feign Weakness and Off-Hand Parry either enhance roleplaying or fill a gap in the rules for me. I liked the Drunken Master, the Weapon Master and the Knight Protector of the Great Kingdom prestige classes in terms of enhancing roleplaying opportunities for PCs and there were plenty of prestige classes that could be used by DMs for NPCs. I always find combat examples useful to show me how the rules work, and I found the two examples in Chapter 4 helpful.

The Low Points: Before I go any further I have to admit I am not a great fan of the monk class and the special powers that are related to this class. There are certain feats (Eagle Claw Attack and Pain Touch in particular) that I found challenged my suspension of disbelief, and grated on my nerves. Most of the Prestige Classes I thought would be very hard to be used for a PC, more useful for NPCs. I also must admit I am not a fan of the Greyhawk setting and the Greyhawk-related Prestige Classes grated on my nerves, but are adaptable if you look beyond the surface description. Chapter Three was the poorest of the chapters in my opinion, stating the obvious in many cases and not escaping from stereotypes very often. I would have appreciated (and expected) more information on designing organizations in one’s own campaign rather than giving five lengthy and specific Greyhawk examples – whilst these examples show the structure for covering an organisation, more of the general and less of the specific would have been better in my opinion, though there were interesting ideas hidden within the examples. I found much of Chapter 4 bland, and most of the tactics I have already read elsewhere. The buildings were stereotyped and offered little in the way of new ideas or creativity.

Conclusion: If you’re a fan of extra feats and new prestige classes, and/or you’re a Greyhawk fan, there is enough in here to be worth buying. The new weapons and magic items add to the value, if you like these standard offerings. However, I found nothing that really excited my imagination – a couple of things were good, much of it was blandly average, most of it I will never use. Therefore, I am giving this a Poor rating, though I am heavily influenced by my dislike of monks and Greyhawk. I also felt slightly aggrieved to think that I am in effect buying the Complete Handbooks all over again for 3rd Edition. For others, this could be averagely useful, and for a few a good addition to their gaming material if they like Greyhawk, new feats, prestige classes, weapons and magic items.
 

Sword and Fist should have come out about six months after when it did. This might have given time for some playtesting, editing, and rewriting.

Feats - Fairly basic editing mistakes are present. Feat descriptions are ambiguous. In many cases they have abusive potential (Expert Tactician with the baguette-armed Blind Kobold springs to mind) that weren't picked up. However, there are also a good number of interesting but non-abusive Feats here that I could see myself using.

Prestige Classes - I can't give a fair review of the individual Prestige Classes, because I think the entire concept is poor. Especially for fighter-types: if you want a certain 'focus' or 'school' of fighting, you should IMHO be able to achieve that through Feat chains, and I think that most if not all of the Prestige Classes in here could usefully have been replaced with (hopefully well-thought-out, balanced, and abuse-tested) Feats. There is nothing here I would use in my campaign as it stands. But hey, some people like vast proliferations of prestige classes. To each their own.

Weapons - Some are useless. Some are unbalanced (Mercurial Greatsword.) Some are silly (Orcish Shotput.) Some are both. Overall you'd be better off coming up with your own weapon statistics for any new weapon you wanted to introduce into your campaign world. The problem I have is that looking at the PHB, there are implicit guidelines on the level of power a weapon should have, relative to its size, abilities, and whether it is simple, martial or exotic. With the possible exception of the Spiked Chain, there is no PHB weapon which is 'out of line' with the others. Sword and Fist takes those principles and tosses them aside. The historical weapon equivalents table could have been the saving grace of this chapter, but was laughably small and non-comprehensive.

War wagons, Chariots, and Arenas - These are very campaign-specific things, and so guidelines for creation rather than exact statistics might have been nice. I have no major quarrel with the quality of this section, I just think it is unlikely to be used by more than 1% or so of those who buy the book.

Magical Items - Actually not badly done (relative to the rest of this book.) Perhaps because magic item guidelines already exist in the DMG, the S&F writers couldn't unbalance them too badly. Overall, I like this section (although it has only a small selection) and can see myself using some of these items.

This book had some good ideas, but it was outweighed by the poorly-thought-through and the very-campaign-specific. It was not at all up to the standards I would expect from a product that cost as much as the core rulebooks, despite being soft-cover. Overall, if you want new feats, classes and weapons, you are better off going to the D&D message boards - at least if someone there publishes something open to abuse or overpowered or stupid, it gets caught. The S&F writers could have done with some feedback like that BEFORE publishing.
 

Now that errata's been posted, I'll lend my thoughts on Sword & Fist.

I liked this book. It wasn't perfect, but it was a great step up from some of the 2nd edition efforts. One thing I particulary liked about S&Fwas that none of the feats could be picked by a new level 1 character. This means that a character created with just the PHB should be on an equal footing with a character created after reading S&F. Obviously, this won't necessarily apply at higher levels, but it's still a nice touch.

With that said, chapter-by-chapter:

Chapter 1: Feats and Skills
The biggest draw for this book is likely the new feats and prestige classes. The feats tend a little to the monk, allowing new manuevers and special attacks, but there are plenty to round out the fighter as well. The new ranged feats (sharpshooting, quick reload) were a welcome touch. My biggest gripe with the pre-erratta S&F was that none of the feats were designated as Fighter bonus feats. But that's fixed now.

The 'new uses for old skills' was mostly stuff I'd already thought of, (i.e. use diplomacy to know how to address someone), but there were also a few I hadn't considered(sense motive to deduce a battle plan). I like this section, because it offers more ideas without expanding the skill list too much.

Chapter 2: Prestige Classes

The main thing to remember about prestige classes is that not all of them are intended for player characeters. With that said, pretty much all of the 19 classes presented could work as NPC concepts. Five of the classes are based on asian concepts (Samarui, Ninja etc), two are evil (Ravager and Fist of Hextor), and one is race-specific (Halfing Outrider).

There's also an archery specialist, a mounted combat expert, and my favourite from Dragon, the duelist. Despite being a book for fighters and monks, there are a lot of usuable concepts for rogues, barbarians, rangers and paladins.

Chapter 3: Worldly Matters
After some brief material on monks, fighters, and how they interact with the world, this chapter gives profiles on several organisations, most of which have counterparts in the Prestige Classes chapter. I like to see the classes and the background separated... after all, just because you like a class doesn't mean you like the provided backstory, or vice-versa. In my campaign, I use some of the prestige classes for my knighlty orders, while inventing or modifying my own histories. I do like the Knights of the Watch, though.

Chapter 4: The Game Within the Game
This chapter is a bit of a mixed bag. It starts with advice for advancing in specific character concepts without using prestige classes, such as pirates or desert raiders. It then gets into a whole lot of numbers: when should a monk use a flurrly of blows, is a keen weapon better than a +2? I wasn't too excited by this material, but I do understand its inclusion.

On the other hand, I liked the combat examples provided. One example staged a mounted combat, while the other demonstrated a fight between two duelists. By reading these carefully, I came to understand the rules better, and discovered errors in my running of combats. Pretty helpful stuff.
There are also some nifty optional rules in this section.

Chapter 5: Tools of the Trade
Ah, exotic weapons. Lots of the erratta was focused on this chapter. In the post-erratta S&F, none of the weapons seem too unbalanced, though part of me wonders if the revised bladed gauntlet is worth a feat to learn.

There are also rules for chariots, which might complement the gladiator prestige class well in a roman-style campaign, and maps and costs for various fortresses and arenas. Nothing too fancy, but functional nontheless.

Conclusions
The fighter is the broadest concept out of all the basic classes in the PHB. I do not envy Jason Carl and co. for having to try summarise it in one 96 page book. If you have very specific desires, you'll probably be disappointed by S&F, or feel you haven't gotten your money's worth. If you like a collection of very different concepts united by a very broad theme, this is your book. There's a little something for everybody.

And if you don't like erratta, wait for the second printing.
 

This is an average product, but it veers on being below average.

There is no excuse for the sheer number of errors and problematic rules in this rulebook. There are two explanations. The first is that WOTC doesn't really care about the rules
that much and they are just putting out bad products and expect us to swallow them. The second is that they have the worst editors in the world.
Frankly I think the first option is the most likely. The rapid backpedaling that we have seen and the fact that almost all of the
changes they made are exactly the same as what observers on Eric Noah's boards said makes me very suspicious. The errata do not make up for
a poorly put together book.

The price of the rulebook is high for the contents.

The contents themselves are only moderately useful. The feats are good in general and add a lot. The prestige classes are less useful,
because they are harder to modify, and they make many assumptions about the game world, something 3e in general
tries to avoid. Some of the prestige classes are ridiculously overpowered, and it was only after people complained that
the errata came out, fixing the problems. The saga of the halfling outrider's attack bonus is a good example of a ridiculously underpowered
prestige class.

The information on warrior societies was purfunctory, as were the insights into combat. Calculating probabilities isn't something I expect
to pay money for, considering it is both highly situation dependent and wuite easy to do oneself. The maps aren't that useful,
and are available in other products. The combat examples were good, though it seemed like one of the foes was usually a lot
dumber in their decisions.

The feats are worth it, the prestige classes give ideas but may need a lot of modification. The rest of the book is pretty
much skippable. About a 2.6, so I round up.
 

Sword and Fist is the first in a series of products devoted to specific classes in the 3rd edition D&D product line. As the first of its type, it has the expected good and bad points.

It's a little on the thin side, both in terms of page numbers and useful information. The later books int eh series, such as Defenders of the Faith and Tome and Blood are clearly superior in terms of the applicability of the material within their pages.

Some of the prestige classes are good ideas, and others are clearly rubbish, in my opinion. (Drunken Master, anyone?)

The material on keeps and fortresses at the back of the book will be useful to me as a GM, but less so to a player, unless their DM's campaign centers around the construction of a keep or fortress.

The artwork is acceptable, and the presentation is clear, but the book is a softcover, and I heartily prefer hardcover - they last longer.

In terms of value, this book is a bit on the shy side, but it's not a rip-off, as some reviewers have suggested. Once a DM incorporates the errata and corrections, there's no reason this supplement can't be just as useful as its siblings.

I'd rate this a 3.5, but there's no way to do so, so it gets a 4.

Pros:

- Interesting weapons, prestige classes and source material (keeps, arenas). A DM will undoubtedly find some of this material quite useful. A player will get less use from it, but may find that it sparks other ideas for their customized fighters and monks.

Cons:

- Heavily laced with errors and vague text. This has been corrected by the release of online errata, but demonstrates a serious lack of playtesting and proofreading. DMs are advised to gather the errata before allowing material from Sword and Fist into their campaigns.
 

It's hard to review Sword and Fist without referencing the greater family to which it belongs: the 3rd Edition brand of "classbooks." It's unfortunate, in a way, that Sword and Fist was fated to come out first, because Wizards of the Coast learned a lot from the mistakes made in this book and improved upon later versions.

Sword and Fist is a 96-page soft-cover book with decent full-color cover art, and black and white interior art by Wayne Reynolds (incorrectly credited.) Wayne Reynolds is definately of the comic book school of artists, and his work reminds me a lot of Marc Silvestri's work on the late 80's Uncanny X-Men which is a good thing, in my opinion.

However, that's probably the best thing I can say about the book. And printing the incorrect art credits is only the first of several major errors that crept past the editors as the book was (apparently) slammed through quality control and into the market as quickly as possible.

Don't get me wrong: it's not so much that Sword and Fist is a bad book, nor that the rest of the series is, it's just that they don't try to be very much either. Primarily, the books serve as additional rules, who's power level is sometimes dubious relative to the carefully balanced core rules, without really giving a whole lot in the way of new options, fresh ideas and the like.

Chapter 1, for instance adds a number of new feats of the fighter or monkish variety (did I forget to mention? The two classes covered here are fighter and monk!) as well as some new applications of already extant skills. Chapter 2 is probably the best of the bunch, with a load of new prestige classes that, while certainly it doesn't take a fighter or monk to qualify for them, certainly follow through the same ideas that a fighter or monk would develop towards. Despite a rather heavy World of Greyhawk slant on the prestige classes, this is probably the most useful section of the book, even so. Rename a few of these if you use other organizations besides "The Great Kingdom" or other gods besides Hextor, for example.

Chapter 3 is probably the most disappointing of all the chapters. It purports to give loads of role-playing advice for using a fighter or a monk, and fitting him seamlessly into the campaign world. Unfortunately, even the best ideas here are painfully obvious, tired and cliched. None but the most rank, wet-behind-the-ears beginners to roleplaying will find any value in this chapter, and even then, the ideas are so common sense and obvious that little will help even them.

Chapter 4, the so-called "game within the game" is probably more useful to beginners, containing hints on how to use the figher class mechanic to come up with slight variations on archetypes, and also hints on how to make monster's with fighter or monk class. Again, not rocket science, but arguably appropriate, and arguably worth pointing out for those who don't find it fairly obvious. The final chapter gives a bunch of new equipment (mostly weapons -- magical and otherwise, no doubt) for fighters and monks and includes the infamous mercurial greatsword amongst others. Some of the balance of these is questionable. It also contains some very simplistic maps of things like basic border keeps, temple compounds and the like.

None of the book, with the exception of chapter 3 is outright useless, but much of it isn't exactly clever, new or fresh either. Because I'm rating it partly against it's siblings, I have to give Sword and Fist a slightly lower score than them: an average product, of average utility and presentation.
 

Into the Woods

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