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.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
The Power Gamer's 3.5 Warrior Strategy Guide
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="pogre" data-source="post: 2809533" data-attributes="member: 6588"><p><strong>The Power Gamer’s 3.5 Warrior Strategy Guide</strong></p><p><strong>Publisher: Goodman Games</strong></p><p>96 pages</p><p>$19.99</p><p>Also available as a pdf.</p><p></p><p>This is a playtest review. Those wanting my general impressions may skip to the <strong>Summary</strong> at the end of the review.</p><p></p><p>I have owned this little gem for several months and I must say it is one of my most used books aside from the core rulebooks. <em>The Power Gamer’s 3.5 Warrior Strategy Guide</em> (Warrior Guide) seeks to show folks how to maximize the effectiveness of their fighter characters under the core 3.5 rules. The premise of the book can be boiled down to – How do I kill the enemy as quickly as possible? It is a book of valuable advice and fulfills its stated goals.</p><p></p><p>The Warrior Guide gives advice to all players creating fighting characters about choices they face. The chapter headings reflect this: Chapter One is about how to arrange ability scores appropriately for your chosen fighting style. Chapter Two covers what races kick butt in the fighter roles and which ones are best left to the drama players. Chapter Three is entitled Classes, but that is a bit of a misnomer. Really, Chapter Three covers the various archetypes of fighters and what class choices lend themselves best to pursuing the associated fighting style.</p><p></p><p>Skills are covered in Chapter Four, and perhaps the most important chapter, Chapter Five covers feats. Chapter Five makes some very convincing arguments on what are good feats, and those that are bad deals. Naturally, there are plenty of feats in between those extremes and it gives advice on which feats to take for your chosen archetype. There are several helpful spreadsheets, illustrating the effectiveness of the feat choices. I really like these spreadsheets and the comparative damage analysis one can take away from them.</p><p></p><p>Chapter Six examines weapons. Want to know what weapon will deliver the best damage? It’s in here. Want to know what weapons are bad deals? Yep, it’s here. Several more charts give average damage scales for each of the weapons and are very handy in helping on choices. </p><p></p><p>Chapter Seven covers combat and although there is some quality material, it’s too short. The chapter covers how to take on various types of monsters, but I would have preferred reading more about specific tactics for entire parties. Arguably that is outside the role the book has designated for itself, but most fighters are part of a party. That slight criticism aside, this is an excellent section well worth the read.</p><p></p><p>Several grognards and old time D&D players might scoff at such a tome. It is true veterans probably know most of the tricks of the trade and have analyzed the feats and weapons independently. But, let me tell you, as a 30-year plus wargamer I was impressed with the systematic approach of the book. I picked up a couple of things. Further, this book is an excellent primer to someone fairly new to the game who wants more insight. I have loaned it out to several of my players, although they wince a bit knowing I own a book on how to maximize combat monsters.</p><p></p><p>Others who might pass this book because it is <em>for</em> powergamers are making a mistake. Sooner or later your character is going to face combat in D&D and making the wrong choices in weapons and feats could be deadly. Just because you are an awesome roleplayer does not forbid you from being effective in combat. </p><p></p><p>Finally, the book can help give insight into the combat process. While reading it I remembered a couple of rules and learned of one thing my group had actually been doing incorrectly. Because the book limits itself to the core rules it can actually help illuminate those rules even more.</p><p></p><p>The book’s authors use a fun sense of humor that makes the book enjoyable to read. There were a couple of quips in the book that made me laugh out loud.</p><p></p><p>The only drawback is one I have mentioned already – the combat chapter is too short. I would also liked to have seen a discussion of unusual tactics and combos that could throw your opponents off guard. A discussion of combos with other party members would be cool too. But these are all nitpicks – the book does what it sets out to do and is well worth the read.</p><p></p><p><strong>Summary</strong></p><p><em>The Power Gamer’s 3.5 Warrior Strategy Guide</em> is an advice guide for creating effective fighting characters. It fulfills its stated design goals and I recommend it heartily as a book that will see lots of use in your group.</p><p></p><p>December 26, 2005</p><p>Keith Pogue (AKA pogre)</p></blockquote><p></p>
[QUOTE="pogre, post: 2809533, member: 6588"] [b]The Power Gamer’s 3.5 Warrior Strategy Guide[/b] [b]Publisher: Goodman Games[/b] 96 pages $19.99 Also available as a pdf. This is a playtest review. Those wanting my general impressions may skip to the [b]Summary[/b] at the end of the review. I have owned this little gem for several months and I must say it is one of my most used books aside from the core rulebooks. [I]The Power Gamer’s 3.5 Warrior Strategy Guide[/I] (Warrior Guide) seeks to show folks how to maximize the effectiveness of their fighter characters under the core 3.5 rules. The premise of the book can be boiled down to – How do I kill the enemy as quickly as possible? It is a book of valuable advice and fulfills its stated goals. The Warrior Guide gives advice to all players creating fighting characters about choices they face. The chapter headings reflect this: Chapter One is about how to arrange ability scores appropriately for your chosen fighting style. Chapter Two covers what races kick butt in the fighter roles and which ones are best left to the drama players. Chapter Three is entitled Classes, but that is a bit of a misnomer. Really, Chapter Three covers the various archetypes of fighters and what class choices lend themselves best to pursuing the associated fighting style. Skills are covered in Chapter Four, and perhaps the most important chapter, Chapter Five covers feats. Chapter Five makes some very convincing arguments on what are good feats, and those that are bad deals. Naturally, there are plenty of feats in between those extremes and it gives advice on which feats to take for your chosen archetype. There are several helpful spreadsheets, illustrating the effectiveness of the feat choices. I really like these spreadsheets and the comparative damage analysis one can take away from them. Chapter Six examines weapons. Want to know what weapon will deliver the best damage? It’s in here. Want to know what weapons are bad deals? Yep, it’s here. Several more charts give average damage scales for each of the weapons and are very handy in helping on choices. Chapter Seven covers combat and although there is some quality material, it’s too short. The chapter covers how to take on various types of monsters, but I would have preferred reading more about specific tactics for entire parties. Arguably that is outside the role the book has designated for itself, but most fighters are part of a party. That slight criticism aside, this is an excellent section well worth the read. Several grognards and old time D&D players might scoff at such a tome. It is true veterans probably know most of the tricks of the trade and have analyzed the feats and weapons independently. But, let me tell you, as a 30-year plus wargamer I was impressed with the systematic approach of the book. I picked up a couple of things. Further, this book is an excellent primer to someone fairly new to the game who wants more insight. I have loaned it out to several of my players, although they wince a bit knowing I own a book on how to maximize combat monsters. Others who might pass this book because it is [I]for[/I] powergamers are making a mistake. Sooner or later your character is going to face combat in D&D and making the wrong choices in weapons and feats could be deadly. Just because you are an awesome roleplayer does not forbid you from being effective in combat. Finally, the book can help give insight into the combat process. While reading it I remembered a couple of rules and learned of one thing my group had actually been doing incorrectly. Because the book limits itself to the core rules it can actually help illuminate those rules even more. The book’s authors use a fun sense of humor that makes the book enjoyable to read. There were a couple of quips in the book that made me laugh out loud. The only drawback is one I have mentioned already – the combat chapter is too short. I would also liked to have seen a discussion of unusual tactics and combos that could throw your opponents off guard. A discussion of combos with other party members would be cool too. But these are all nitpicks – the book does what it sets out to do and is well worth the read. [b]Summary[/b] [I]The Power Gamer’s 3.5 Warrior Strategy Guide[/I] is an advice guide for creating effective fighting characters. It fulfills its stated design goals and I recommend it heartily as a book that will see lots of use in your group. December 26, 2005 Keith Pogue (AKA pogre) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Power Gamer's 3.5 Warrior Strategy Guide
Top