Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
Sword & Fist
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Citizen K" data-source="post: 2008206" data-attributes="member: 629"><p>Now that errata's been posted, I'll lend my thoughts on Sword & Fist.</p><p></p><p>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.</p><p></p><p>With that said, chapter-by-chapter:</p><p></p><p>Chapter 1: Feats and Skills</p><p>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.</p><p></p><p>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.</p><p></p><p>Chapter 2: Prestige Classes</p><p></p><p>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). </p><p></p><p>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.</p><p></p><p>Chapter 3: Worldly Matters</p><p>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.</p><p></p><p>Chapter 4: The Game Within the Game</p><p>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. </p><p></p><p>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.</p><p>There are also some nifty optional rules in this section.</p><p></p><p>Chapter 5: Tools of the Trade</p><p>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.</p><p></p><p>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.</p><p></p><p>Conclusions</p><p>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.</p><p></p><p>And if you don't like erratta, wait for the second printing.</p></blockquote><p></p>
[QUOTE="Citizen K, post: 2008206, member: 629"] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Sword & Fist
Top