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Sword & Fist

SWORD & SHAFT
A serious disappointment for fighters everywhere.

INTRODUCTION
Let me offer a little background for those of you out there who aren't big fans of the fighter class. When 3e came out, fighters looked great. Getting one of these "feat" things every other level sounded like an outstanding benefit. But as time wore on, a lot of people began to realize that the small bonuses provided by feats such as Dodge, Weapon Focus, Toughness, and even the much-vaunted Weapon specialization were pretty much upstaged by the bonuses provided by abilities like barbarian rage or a 1st-level spell like Divine Favor. It started to become clear that the designers of 3e had cooked up an interesting little meta-rule that goes something like:

"A bonus that a character has all the time (such as those gained by feats like Dodge and Weapon Focus) should be inferior to a bonus that a character has only for limited number of times a day (such as those gained from a spell or barbarian rage)."

The flaw in that reasoning, of course, is that a character with the latter type of bonuses eventually can (and generally will) gain enough usages of them per day that the bonuses may as well be permanent. After all, you don't need bonuses all the time--just when they count! Considering that most parties only fight maybe a half-dozen battles before they stop to recharge, a fighter's only opportunity to shine is in those minor skirmishes where the other classes simply deign not to use their abilities.

Don't get me wrong. Could a player build a 12th-level fighter that was a lethal killing machine? Definitely.

But could a 12th-level cleric with the spells Divine Favor, Divine Power, and Righteous Might (all personal-only) cast upon himself kick that killing machine's ass up and down the street? His chances are pretty darn good, all other things being equal. Mind you, we're not even talking about letting the cleric use Harm or Heal.

All right, here's the big money question: is the fact that the cleric can only thrash the fighter once, twice, maybe three times a day, an adequate consolation to the fighters of the world? No. It's never desirable for one class to hedge another class out of its primary role, even for one round per day.

Now, if there were bigger and badder feats availabe to a fighter as he progressed in levels, then this wouldn't be a real issue. He'd still retain his rightful place as the main man in a battle even when other classes were starting to take their spells and other limited-usage abilities for granted. The problem here is, combat feats don't have much regard for character level. The party wizard does a little happy-dance every couple of levels as he gains the latest, greatest blasting spell, but there's not much in the way of "high-level" combat feats. The fighter gets Weapon Specialization at 4th level; now where's the progressively-nastier feat he gets at 8th or 10th level? How about at 15th or 16th? Whirlwind Attack was a good example of what should have been the key to building the ultimate combatant: put some highly potent feats out there that have a long list of prerequisite feats. The uber-feats would thus be at the end of a long chain that only a fighter could climb effectively.

The problem with that is, there's only so much space in the Player's Handbook, and it shouldn't have been used to list a slew of feats that will only be attainable by one out of eleven classes. No, what fighters truly needed was a sourcebook all their own dedicated to adding some links to their feat-chain. Or, barring major improvements in that department, then how about the clever application of prestige classes to provide fesh venues for carnage-dealing? Maybe some killer exotic weapons will give them an edge?

Enter Sword & Fist...

LOOKS LIKE YOU'VE GOT A MONK ON YOUR BACK
Before we go any farther, I'd like to make something clear. I realize that this is a book for monks as wells as fighters. I refer to this as "Mistake Number One". Fighters are a pretty popular class. If any book is going to sell, it's going to be their sourcebook, and they don't benefit from sharing it with another class. Unlike wizards & sorcerers or clerics & paladins or rangers & druids, fighters don't possess features that mesh well with other classes.

They're certainly not compatable with monks, that's for sure. The fact that monks are designed to rely on their own special attacks and defenses rather than conventional weapons or armor means they have almost as little in common with a fighter as a wizard does. Let's face it, the boys at WotC stuffed them into the fighter's book the same way left-wing congressmen take an anti-terrorism bill and tack on some funding for Robert Maplethorpe's next leather-biker-gives-significant-other-a-gerbil-enema opus. The monk is a cool class, but in Sword & Fist it's like a lamprey suckling on a shark's flank.

CHAPTER 1: FEATS
Making an assessment of this section of the book from the fighter's POV is no mean feat (pun intended). First, one has to write off the dozen or so monkish feats that are virtually unobtainable for fighters (remember that incompatability that I mentioned a minute ago?). Next, one must take into account all of the corrections made by the six(!) pages of errata that WotC eventually released. Then what you have left are a batch of feats that are largely unimpressive, uninspired, and in some cases just outright DUMB. Here are some prime examples:

UNIMPRESSIVE
Prone Attack
Benefit: Attack from a prone position without penalty.
Well, that'll increase my fighter's value to the party tenfold! Never mind what I've been saying, folks. Please disregard this review. Go to your local gaming shop and pony up $20 if you haven't already. How could I ever think Sword & Fist had unimpressive feats?

UNINSPIRED
Rapid Reload
Benefit: You can load a crossbow faster.

Of course, you still only get one shot a round, so a bow is still a far, far, far better weapon for a fighter (shouldn't this have been in the cleric book?).

JUST PLAIN DUMB (This one takes the cake, gang. Drumroll please...)
Dirty Fighting
Benefit: Give up all your iterative attacks in order to make one, single attack with a massive +1d4 damage bonus.

And no, this one didn't even get erraticized.

To be fair--and yes, that is something I'm striving for--I wouldn't label every feat in S&F as utterly worthless. You like Attacks of Opportunity? Boy howdy, have we got the book for you! While the author, Jason Carl, doesn't seem interested in increasing a fighter's basic damage output, he is quite infatuated with feats that grant AoO's under certain specific conditions. Close-Quarters Combat, Feign Weakness, Hold the Line, and Pin Shield all offer that benefit, and the Expert Tactician feat virtually does as well.

Essentially, it appears that Carl decided to give us feats that represent specific combat techniques rather than provide the pure utility of, say, Power Attack or Cleave. I appreciate his intentions, but that approach makes these feats underwhelming on the whole because they are all only meaningful in very specific battle conditions (e.g. a little trick you can do if your opponent's using a shield, a slight penalty you don't suffer if he's behind cover, etc), and for the most part are only useful against other humanoid opponents. They don't improve a fighter's overall combat capability in that A) none of them grant any major offensive bonuses, B) none of them improve his ability to soak up damage, and C) very few of them make him more formidable against powerful creatures such as dragons, demons, and the other gargantuan monsters that players will be pitted against more and more often as they climb the XP ladder (Close Quarters Combat is a noteworthy and welcome exception).

On a side-note: when fighter-fans started asking the boys at WotC why our sourcebook lacked high-end feats for the high-end fighter that we were expecting, one pundit offered the following terse reply that the public received: "If you just want to smash things with a big weapon, those feats are in the Player's Handbook." Ah, you can always trust the lads at Hasbro for their unwavering dedication to positive public relations.

All in all, I have to give this entire section a thumbs down. I look at Tordek and Regnar, the dwarf and human that grace the front cover of S&F, and think about how they're presented as illustrations of prototypical fighters both here and in the PHB. I seriously doubt the feats in this book did anything to enhance these archetypical characters.

CHAPTER 2: PRESTIGE CLASSES
Well, the ball got dropped in the feats section, so let's hope Carl can score a few points for the fighter team with his prestige classes. Of course, just like the feat section, we have to discard some of the prestige classes right off the bat, since they're clearly geared towards monks. We're only talking about 3 classes though (Drunken Master, Ninja, Red Avenger), which leaves a whopping 17 prestige classes. Of those 17, we have to eliminate all ot the classes that are too over-specialized to qualify as a good choice for a long-term player class. For most campaigns, that means:

Cavalier--Wow, how the mighty have fallen since their 1e days. Now he's nothing without his horse, which makes it pretty hard for him to pull his weight on a dungeon-crawl. Or on a high-seas adventure. Or a city-based adventure. Or....

Gladiator--A warrior whose abilities are largely dependent on having an audience around whenever he's fighting. Yeah, that's feasible. Good concept, poor execution.

Tribal Protector--A class much more fitting for the barbarian & ranger's book. It doesn't work for PC's because their abilities are restricted to fighting in a specific terrain against a specifc type of foe.

WarMaster--If they're not going to present rules for mass combat, then they've got no business creating classes that are only suited for mass combat. Common sense, really. But even when they do give us mass combat rules, do we still need characters that have towers, keeps, and castles listed as their special abilities? Karl Wagner's Kane was a "warmaster" if ever there was one, and that had nothing to do with his real estate portfolio.

The Ghostwalker--Despite the great appeal that it has to many players, I daresay that it is also too limited to be a viable PC class in a campaign--sorry, folks, a character whose specialty is getting beaten to within an inch of his life just to give some villain his come-uppance at a future point in time does have rather finite longevity in terms of playability. Once again someone has forgotten that not every prestige class has to be stretched-out for 10 levels.

That still leaves some 12 classes that could be considered at least moderately PC-friendly. Some are fine examples of the flexibility that 3 offers.

Duelist--Players have long desired a warrior class that focused on speed, agility, and weapon skill, instead of every effective fighter being a homogenous 18-Strength, plate-armor-clad lummox, and the duelist is a good idea for an alternative. "Good" but not "Perfect"; the duelist doesn't wear any armor at all, and that means that her AC will be unacceptably low. She should have been allowed some light armor, or offered better AC bonuses than "Canny Defense" is likely to provide ("Elaborate Parry" should have kicked in earlier than 7th-level).

Lasher-- Creating prestige classes that focus on exotic weapons is a smart move, and in a fighter sourcebook it would have been a major oversight not to nclude at least one. The lasher is a quality class; abilities that are both useful and colorful make for an intriguing character.

Master of Chains--makes use of one of my favorite exotic weapons, which just means I'm in for a bigger disappointment than usual. I don't mind the half-dozen prerequisite feats, but for that kind of entry fee there are too many weak and downright lame abilities sandwiched in there, like "Chain Fighting", "Chain Bind", & "Swinging Attack". Let's not even get into that 10th-level ability to animate chains. Ridiculous.

Fortunately, there are also a few warrior prestige classes that don't deviate from the tried-and-true path of wearing heavy-duty armor and swinging a heavy-duty weapon. Simple, straightforward, and possessing special abilities that aren't confined to a single battle scenario:

Master Samurai--A nice package that's puissant without being over-the-top...and I can actually imagine Samurai Jack having levels in this class. Cool.

Fist of Hextor--Your traditional massively-muscled brute, with solid abilities that allow a lawfully-alligned (and thus barbarian-ineligible) fighter to capitalize on the "limited-usage-means-big-bonuses" mentality I mentioned back in the prelude. Unfotunately, the initiation process pretty much restricts this career path to evil characters, making it another NPC-oriented class. Howabout a nice, big, friendly, chaotic good "Bicep of Kord" next time around?

Ravager--Another big meanie. Check this out: the only way to become a ravager is to track down a band of ravagers and fightl one of them to the death. Now, bearing this method of indoctrination in mind, how did the ranks of the ravagers ever grow beyond one lone, bloodthirsty marauder?

Order of the Bow Initiate--I don't get how the "Ranged Sneak Attack" is rationalized, but I can't knock this class for effectiveness. Not bad.

Weaponmaster--Ah, imagine that! A prestige class that is actually prestigious. Its prerequesites make it difficult for characters to qualify, but those who do qualify are rewarded with potent abilities. In other words, this is what a fighter prestige class should strive to be. Y'know, after reading through this class, I watched Ninja Scroll for about the 746th time, I noticed that the weaponmaster class fits Jubei perfectly. Kudos on this one.

This section is an improvement over Chapter 1, but with the exception of the weaponmaster, I don't see a prestige class for a character who isn't willing to train with an off-the-wall weapon or endenture himself to a higher power. While many of those outre classes sound like fun to play, S&F still didn't really offer any career options for that dwarf with the waraxe or the human with the bastard sword.

CHAPTER 3
The obligatory fluff section. Starts out by telling you stuff you never knew about...like how half-orcs make good melee guys cause they're big n' strong, elves' got good dexterity so that makes'em good arrow-shooters, humans are real, real flexible and real good at anything they wanna be good at, and other revelations of similar enormity. Then we get some more ugly white space filled with lots of pretty black typings about stuff like organizations of naughty fighters and organizations of nice fighters. Knightly orders, ruthless mercenaries, murderous bands of maurauders--you know, stuff that you've already thought of. Stuff everybody's already thought of.

CHAPTER 4: THE GAME WITHIN THE GAME
I took this chapter's title to mean that it would offer a thought-provoking discussing about applying game mechanics to the fighter (and monk) in order to maximize their potential. Rather, it starts out by offering an insulting, patronizing assessment of the obvious that wouldn't prove insightful to even the greenest of players. The chapter begins with the section "Be All You Can Be", which tells you what skills and ability scores are important to your character in case you're too much of a knucklehead to figure that out for yourself. This is followed up by a particularly offensive section called "Advancement: Wise Choices", which slaps your intelligence squarely across the face with the following advice:

If you want to take a prestige class, go ahead and start meeting the prerequisites, because you won't be able to meet the prerequisites, you can't take the prestige class. Some prestige classes have feats as prerequisites, so if you have all of the feats you need to meet the prerequisites for a prestige class except for one, you should consider taking that feat as your next feat choice, so that you can then qualify for that prestige class. Sometimes a feat will have other feats as a prerequisite. If you want to take a feat that is a prerequisite for a prestige class, but you don't have the feat that is a prerequisite for that feat, then you should first take the prerequisite feat, then you may take that feat that you need for the prestige class prerequisite.

(I'm only paraphrasing there; in the book, they actually go into detail and give you examples to facilitate your understanding of these extremely challenging concepts)

More gems of wisdom spill forth from the section "How to Fight Nearly Everything and Survive", which will enlighten you as to the best tactics for fighting different types of opponents. Apparently--at least according to this section--when you are faced with an opponent with a long reach, ranged weapons are useful (from a distance, mind you!). Who'd've thunk it? Not only that, but this section would further have us believe that ranged weapons can also be helpful against flying opponents as well! I knew my fighter was carrying around that darn bow on his back for some reason!

This portion wraps up with some excellent advice on how to deal with unbeatable foes: DON'T FIGHT THEM, STUPID! Then, to really drive home the point, there's this loooong scenario about hunting a green dragon in the forest and these 2 hill giants show up and the entire thought process you should go through about what you should do next. I wish I could muster up the energy to make fun of it, but it's just too painfully condescending to dwell on.

Let's move on to the remainging sections of this chapter, because they actually possess redeeming features.

"Tactics" offers advice on how to position your character on the battle map to maximum advantage. Topics covered include the Cleave feat, the benefits of reach, fighting around corners, and flanking. These are all issues that are introduced by D&D 3e, which at the time of S&F's publication was still fairly new. Even today many players would benefit from perusing this section.

"Doing the Math" provides data on how many times a character can hit against a certain armor class as well as how much damage he should expect to inflict per hit.

"Monstrous Fighters" has a lot of helpful info that is all too easy to overlook, such as a table for Weapon Damage by Size and a couple of nasty feats suited for monsters with fighter levels.

"Combat Examples" shows you how it all comes together with 2 battle scenarios, one involving mounted combat and the other a mano-a-mano melee.

CHAPTER 5: TOOLS OF THE TRADE
Should you elect to purchase Sword & Fist, make sure you buy an exacto knife as well. As soon as you get home, open the book to page 70 and begin removing pages until you've successfully excised the entire section on exotic weapons. Seriously, I'm not kidding. Slice that book up.

Those pages are just of no use to you, you see, because the table is riddled with totally unreliable numbers and the weapon descripitions are rife with inaccurate entries. No, my friend, a Fullblade does not inflict an absurd 1d12 points of damage. It actually does something like 2d8, but before you start licking your chops too much, don't bother allocating a feat for it; despite the weapon's description, a Medium-sized creature cannot wield it at all. And sorry to get your hopes up, I'm afraid a Bladed Gauntlet doesn't have a groovy 17-20 threat range after all; it's a blase' 19-20. Please, heed my warning and remove the offending pages lest they drive you mad as they have many a player before you.

The rest of the book is filled with maps of arenas and temples and, oh, all sorts of interesting places where a fighter and monk might go. Why are all these maps back here you might wonder? Well, because the back of all the other sourcebooks will be filled with lots of spiffy new spells. As we all know, monks and fighters don't have any spells--which is ultimately why they were crammed together into one sourcebook I suppose--so they have to put something here. They can't just NOT insert the extra pages and give you a cost break for the difference. They can't just spend those pages listing more feats in the place of spells. So, the clever dickens at WotC just decided to insert maps. When your buddies go whipping out some new spell from Defenders of the Faith or Tome and Blood, you just show them one of your neat maps! I personally recommend the Elven Canopy Tower. They'll be sooo jealous...

THE BOTTOM LINE
I sure hope they get it right the next time around. And god I hope there is a next time around for a fighter sourcebook (monks need not apply for entry!).
 

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Sword and Fist is the first of the five "class books" for Dungeons & Dragons produced by Wizards of the Coast. It provides new feats, prestige classes and equipment aimed mainly at expanding the abilities of fighters and monks, as well as giving hints on playing those classes. It also has a few sample organisations that might prove useful in detailing a group's individual campaign.

One of the biggest problems that any class book has is this: what is the target audience? Do you aim the book at newer players, and thus alienate the more experienced players? Do you aim the book at more experienced players, and thus make it hard for the new player to use? Or do you try and provide a mix of information - some of which will help the newer players, and other parts that will help the experienced players? It is this latter route that Sword and Fist has taken, and it is, I believe, the correct route to take. After all, you can never be sure when advice for a new player may also prove useful for an experienced player.

The book is divided into five chapters:

Feats and Skills details 31 new feats, 6 new subareas of the Knowledge skill, and expands upon the usage of four existing skills: Bluff, Diplomacy, Gather Information and Sense Motive.

The new feats vary in quality, and a few (Expert Tactician!) were extremely badly described in the original printing of Sword & Fist - corrected versions exist in errata available on the Wizards webpage. In general, however, the new feats are pretty useful and provide further areas where you can specialise your fighter or monk; other classes will probably also find some of them useful. A few noteworthy feats:

[*]Hold the Line, which allows you to make Attacks of Opportunity on a charging opponent.
[*]Monkey Grip, which allows characters to use two-handed weapons in one hand, though at a penalty.
[*]Rapid Reload, which improves the rate of fire of crossbows.
[*]Zen Archery, which allows missile fire bonuses by Wisdom modifier instead of Dexterity - a nice idea that makes me think that the Force must be with that archer.

One nice thing about the feats is that a fair number of them are aimed at providing further options to the monk, a class that I felt had few feats particularly useful for it in the core rules.

A couple of feats, such as Dirty Fighting, which provides a minor bonus to damage at the cost of forfeiting all your additional attacks in the turn, seem extremely weak. They are definitely in the minority, however.

Prestige Classes details 19 new prestige classes. As one might expect from a bunch of prestige classes, they are likely not all going to be useful in your campaign. Some of them are quite generic: the Cavalier, the Duelist and and the Gladiator, whilst others are almost painfully specific: the Fist of Hextor and the Knight Protector of the Great Kingdom.

I have personally found these prestige classes to be excellent value. Although only the Order of the Bow Initiate has actually been used in my game, I can easily see characters that would use almost any of the others. As one might expect from a Wizards' product, they seem fairly well balanced, although again there are some problems that had to be corrected with errata.

The list of Prestige Classes is as follows:

[*]Cavalier - a knight
[*]Devoted Defender - a kind of bodyguard
[*]Drunken Master - a martial artist with supernatural abilities gained from the bottle
[*]Duelist - a swashbuckling fighter
[*]Fist of Hextor - devoted templars of the evil God of War
[*]Ghostwalker - hard to explain, but this is really a solo adventurer prestige class. It oozes character, and is one of my favourite prestige classes in the book.
[*]Gladiator - you know, they fight in the arena
[*]Halfling Outrider - they ride wardogs, and they protect halfling settlements
[*]Knight Protector of the Great Kingdom - a knight variant, this class are devoted to the dream of restoring a kingdom that has mostly fallen
[*]Lasher - a whip specialist
[*]Master of Chains - a spiked chain specialist
[*]Master Samurai - the oriental noble warrior
[*]Ninja of the Crescent Moon - a mercenary rogue character that is suited for monks.
[*]Order of the Bow Initiate - a bow specialist, skilled in sniper action
[*]Ravager - a devotee of the god of slaughter
[*]Red Avenger - a monk devoted to settling an old score
[*]Tribal Protector - the battlefield champion of a humanoid race
[*]Warmaster - a trained leader of armies
[*]Weapon Master - taking specialisation in a weapon to the limit

Worldly Matters is concerned primarily with the role-playing of a fighter or monk character, including notes on racial choices and possible organisations.

The organisations: the Fists of Hextor, the Knight Protectors of the Great Kingdom, the Knights of the Watch, the Ravagers and the Red Avengers, are generally taken from the World of Greyhawk setting. I found most of the descriptions to be quite evocative and useful for my own Greyhawk campaign, but the ideas presented should be useful for non-Greyhawk campaigns as well. Some adaptation notes are given.

No new rules mechanics are given - this is all role-playing and flavour information.

The Game with the Game concerns itself mostly with the mechanics of playing the game, and is of most use to newer players, especially those needing tactical advice for the play of 3E with miniatures.

I feel that the two combat examples given I are superfluous, however the section that clarifies various rules and suggests new variant rules is very useful.

Tools of the Trade, the final chapter, details about twenty new weapons, none of which really interested me. The new Magic Items section gives good value, however. Especially catching my eye are the dancing shield, the bow of true arrows, and the amulet of mighty fists - the latter giving monks a magical bonus to hit and damage with their unarmed strikes, something that really should have been included in the DMG, and is very welcome here.

The chapter also contains information on chariots, including a few new feats that can be used by those skilled in fighting from them, and finally eight strongholds: the Border Tower, the Elven Canopy Tower, the Lighthouse Keep, the Gnome Bridge Keep, the Bailey Castle, the Dwarven Plateau Castle, the Monks' Temple, and the Gladiatorial Arena. All the strongholds have floor-plans, descriptions and costs.

Conclusion

Looking over the book, I believe it provides pretty good value for its cost. Although there are a couple of really horrible feats, most of the feats work well and experience with the game has shown how useful some of them can be: Hold the Line, Knock Down, Power Lunge and Rapid Reload being the best in my estimation. The Prestige Classes are extremely good. I like the rest of the book - being role-playing and world-detailing advice, as well as mechanical advice for newer players - but you might not find it that useful.

I did feel a little let down by Sword and Fist, but I can't say why. Perhaps I was just looking for something really special, when instead of concentrating on something esoteric, the book instead gave information that was more likely to be useful to the majority of players. In the end, I think it is a good supplement to the D&D game, without quite managing to be a great one.

(This review was first published on rpg.net)
 

entered on 06-MAY-03

I seem to recall reviewing this book before. I cannot recall seeing a notice that it would be removed, but I have to admit that some of my early reviews were lacking in details and so I can only assume that the masters of the review section of ENWorld took it down for good reason. Consider this update a new review. :)

As I said in my Masters of the Wild review: ...all of the Class Books ... for the most part ... I figure much of the book is written to the newbie who might not think of some of the things that the book presents (while a good many of us old timers will have already thought of it, it might not be something we thought to tell the newbie)... so on that mode of thinking, even such things as the Hero Builder's Guidebook are of value -- real, measurable value... This was my view then, this is my view now.

The volume opens up with a page of Introduction, What this book is, and is not, and How to use this book -- basically a brief synopsis of the goal in writing the book. Not bad, material.

Chapter I is called Feats and Skills and examines the role of Virtual Feats, then dives into a string of new feats for Fighter types. Oddly, many of these feats represent new fighting styles/maneuvers ('Circle Kick' for example, and 'Eagle Claw'). I am not sure how much I like this as a trend for the Feat concept, but they seem harmless enough and do tend to add a bit of flavor. Following this, the chapter dives into skills. New Knowledges are listed, as well as some creative uses of some old skills.

The only real problem with this chapter is the fact that is is only 7-pages long. It seems that some time could have been spent looking at the feats of the core book and explaining which ones work best in fighting classes. Or more time going over how to best utilize those precious few skill points Fighters get. Nothing of the sort -- and we move on to...

Chapter II -- the Prestige Classes. Here we see the Cavalier, the Devoted Defender, the Drunken Master, the Dualist, the Fist of Hextor, the Ghostwalker, the Gladiator, the Halfling Outrider, the Knight Protector of the Great Kingdom, the Lasher, the Master of Chains, the Master Samurai, the Ninja of the Crescent Moon, the Order of the Bow Initiate, the Ravager, the Red Avenger, the Tribal Protector, the Warmaster, and the Weapon Master. Most of these are decent, not too overbearing and easilly adapted into your game. However, they do serve (in my opinion) to illustrate why having Oriental-style classes (monk and thier prestige classes) next to Western European style classes is a bit jarring.

Chapter III is on Worldly Matters. Here we get some advice on how fighters and monks fit into the typical fantasy (D&D) world. Some thoughts on how class and occupation are related are provided and some organizational thoughts (how fighters and monks might organize into orders and such). None of the information is world shatteringly brilliant, and much of it is obvious to the veteran gamer. Still, it makes good, and fun, reading material for a new player.

Chapter IV is called The Game Within the Game. This chapter is interesting in that is covers many of the roles (and these are not necessarily the same as classes) and how to get the most out of them. It looks at feats and skill choices (much of what I thought might have been in chapter I) and covers how they fit into a typical adventuring party. I simply found this information to be located in an odd place. Most of it would have been good to have in chapter I (the core class stuff) and chapter II (added to teh descriptions of the Prestige CLasses). The chapter then covers some of the more complex areas of the game's combat rules and how to use them better. Some interesting tid-bits include the look at how Monks fare against (and AS) larger and smaller creatures (the Bugbear Monk was kinda cool, really).

Chapter V has some new weapons. The Mercurial Greatsword is sure to be an abused weapon at many a game table... The chapter also covers such topics as mounted combat, chariots (and feats for use within them), as well as going on to castles and the like. This last section, I feel, was a lot of the inspiration for the Stronghold Builder's Guidebook.

THE CONCLUSION
The book is useful for beginners and teaching beginners the flexibility of the system. I rate it as about average.
 

Review of Sword and Fist

Sword and Fist is Wizards class book about Fighters and Monks. An odd combination, but the combat capability of both classes is the focus here. If you get this book you need to consult the errata on Wizards homepage. There were a few critical mistakes, but the erratum easily solves all the problems. Overall the book does have a bad reputation because of the errors. I want to let everyone know that the reputation was deserved. However, the mistakes have been fixed and this book is good addition to anyone’s library.

Chapter one is Feats and Skills. The feats are a good range of monk and fighter feats. Some like Dirty Fighting which gives +1d4 damage if you attack as a full round action are useless. Others like Improved Sunder, which doubles your damage on sunder attacks, are pretty powerful. Expert Tactician has been updated in Song and Silence. My favorite feat is Feign Weakness. It allows you to pretend to be unarmed to get a sneak attack at your opponent. It’s not the most useful feat, but it really helps to define a character, as only a certain character would use such a tactic. Next the section talks about skills and new uses for some of them. My favorite of these using gather information to determine who is really in charge to determine who to talk to or face off against.

Chapter two is prestige classes. There are some really good ones and some really bad ones.

The Devoted Defender is a really good bodyguard class. I like the ability to switch places with your charge.

Drunken Master is the worst class in the book. It’s not even based off of an actually style which it would have you believe. I just found it ridiculous and it’s the only prestige class in the book that will never be seen at my gaming table.

The Ghostwalker may be the single best concept class anywhere. It’s Clint Eastwood in his Man with No Name roles. It would be great for a memorable NPC or in a solo game. I’m not sure how well it works in a party as the mysteriousness of the class loses something if the other PCs see it week in and week out.

The Lasher is a good class that specializes in the whip. It makes the whip a very good weapon in combat and gives it some useful abilities.

The Warmaster is a good class for a leader of an army. It isn’t for every campaign, but in the right one I think people will greatly enjoy it.

The Weapon master was not a good idea. It’s a prestige class to become the master of one type of weapon. The problem with that is it gives a single set of abilities, and the abilities should really depend on what weapon you have chosen. I don’t think a Halberd master and a Dagger master should have the same abilities.

It should be noted that both the Halfling Outrider and the Ninja of the Crescent moon have heavily errata. You will need to make sure you have this errata to make proper use of these classes.

Chapter three is called Worldly Matters. This is a good chapter then everyone should read at least once. It deals with role-playing both fighters and monks. It discusses the different races and their attitudes towards these classes. Next, the chapter goes into organizations. I wasn’t that thrilled with any of them. There is nothing wrong with them, it’s just they did not interest me. However, even though I didn’t like them, doesn’t mean they can’t easily be dropped into any game.

Chapter four is the Game within the Game. It gives some typical arch types and tells one what feats and skills should be selected to fit. That part is more for novices then experienced role players, but I always suggest that everyone read over such sections because sometimes the information there is a little different then originally thought. Next, it talks about combat strategies. Again, mostly people new to gaming will find this useful but some of the advice may help any gamer. It then discusses when to use flurries of blows and average damages from different types of magical weapons. I was amazed on how flurry of blows is usually the better choice. Next it talks about characters of different sizes being a monk. And then goes on to combat examples and some variant rules.

Chapter five Tools of the Trade. It’s filled with weapons and new magical items. Some of the weapons have had errata on them. The best thing is the weapon equivalency table. Instead of statting out many weapons, they say what weapon stats to use for it. If companies actually used this style we’d save having to look up so many of these new weapons found in supplements. Then it goes into vehicles and has some chariot feats that are basically mounted feats under a different name. Lastly are some building are mapped out and described.

Overall it’s a fine book, and well worth the trouble of tracking down the errata. This is the single most used book in my games outside of the core three. The new classes and feats can give even the most routine NPC fighter a little extra flare and the value to PCs is even greater.
 

Into the Woods

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