JoeGKushner
Adventurer
This review is sponsored by Gaming Frontiers:
Way of the Sword is almost a perfect D20 book. It takes material from Arcana Unearthed relating to fighters and the art of fighting, and puts it into one nice PDF. First off, for those who own the print book, there is no reason to own the PDF unless you want to be able to print out certain sections. Nothing here seems new to me outside of some flavor text at the start of the book.
For those who don't own the print book, there is a lot of fun stuff here. If you're looking for new races, this book has some for you. I like how Monte has racial levels that the races can take in place of class levels. While I find it out of place that racial levels are a new concept, having seen them in Savage Species and in Character Customization, I like the idea. Get better at what you're born as. Of course, that can lend itself to all type of stereotypes if this was based on real people, but fantasy races are okay.
My personal favorite is the Giant, a race that's strong, but a little slow. My other favorite is the Litorian. Despite the racial description of the Litorian, lion men, being strong, fast and tough, they're really only fast. Now to me, none of the races cut any new ground in what they are. Lion Men? Jackal Men? But the descriptions are well done and the stats seem very sound. The fact that the Faen, small lithe races, can change their physical beings through metamorphosis, is a great addition and is fairly unique outside of say a drow becoming a drider.
Those looking for new core classes, get six fully stated out twenty level ones. Many of the traditional roles that the fighter takes are specialized here. For example, the Warmain is the heavily armored type of fighter with heavy weapons while the Unfettered is almost a combination between Fighter and Rogue. They get sneak attack damage, but not that often, as well as bonus feats, but not that often, with a d8 hit dice and more skill pionts than a standard fighter.
Of more interest to those looking for a monk replacement is the Oathsworn, individuals that rely upon their own innate abilities. They get unarmed damage and a flurry, as well as other monk like abilities. Those who enjoyed the Holy Warrior from The Book of the Righteous, will like the Champion, a warrior devoted to a cause who gains special abilities in pursuit of that cause.
The good thing about the Champion and the Totem Warrior, a fighting class whose powers vary depending upon it's totem, is that there are some guidelines for GMs to make their own causes to champions and their own Totems to follow.
Those looking for new feats will find that there are three types of feat to select, ceremonial, regular, and talent. Starting characters get two feats, which works fine for the AU system, but fails for the d20 system unless you give all starting characters that extra ceremonial feat. Talents are similar to those special abilities you can only take at first level in games like Hammer & Helm or Swashbuckling Adventurers. They give you a special ability that is generally unique or 'kewl' like Natural Swordsman, where you gain a bonus to damage rolls and get a bonus to defense against those wielding swords. The feats are a good mix, but some of 'em are overpowered, some under. For example, any campaign with Expertise doesn't really need Defensive, a talent that gives you a +1 dodge bonus in exchange for a -1 penalty to attack rolls. One interesting rule idea here is that at 10th and 20th level, you can swap out feats that are useless by undergoing a ceremony. A nice touch and a way to handle the change in game.
“You can use everything in this book alongside the 3rd Edition or revised 3rd Edition Player's Handbook.” A direct quote from the book. First off, there is currently no book on the market that I've seen that allows you do to this. To do this would require game rules for 3.0 and 3.5. This book has neither. To put this statement out there like that is false. There is conversion work needed not only because 3.5 is different than 3.0, but Monte didn't update this independent file to be anything other than the print version so it's still, in essence, Monte's version of d20, not the standard. Stills still straddle between the two systems unless it's a new skill, feats like Ambidexterity, which were eliminated in 3.5, are still here.
On a more minor note, the main benefit of getting this book is that you're getting some solid fighting material. To put the Mage Blade core class here and claim, “will need the spells and magic rules in Monte Cook's Arcana Unearthed or the Arcana Unearthed Grimoire” vastly defeats the purpose of seperate books. If you need those things for one core class, how about removing that core class and putting in some of the weapons and armor that the war based classes in here would use?
In the same vein, why keep material that is only referenced and explained in the core book like Hero Points? Why have a feat in this book about getting a hero point to start off with and not explain what a hero point actually is?
To get the 5 star rating, this book would need to drop the whole attitude that it is a pure d20 book or become a pure d20 book. It would have to explain what Hero Points are, or get rid of the Feat that allows you to have a Hero Point. It would have to clarify exactly why you need the other PDF book to use the Mage Blade, or drop the Mage Blade.
Those issues, to me, are big, but have little impact on the majority of the rules and thus, little impact on the utility of the book itself. If you don't mind a little elbow work in conversions to 3.5 or 3.0, or you're curious to see some of the stuff in Arcana Unearthed, this is a good place to start.
Way of the Sword is almost a perfect D20 book. It takes material from Arcana Unearthed relating to fighters and the art of fighting, and puts it into one nice PDF. First off, for those who own the print book, there is no reason to own the PDF unless you want to be able to print out certain sections. Nothing here seems new to me outside of some flavor text at the start of the book.
For those who don't own the print book, there is a lot of fun stuff here. If you're looking for new races, this book has some for you. I like how Monte has racial levels that the races can take in place of class levels. While I find it out of place that racial levels are a new concept, having seen them in Savage Species and in Character Customization, I like the idea. Get better at what you're born as. Of course, that can lend itself to all type of stereotypes if this was based on real people, but fantasy races are okay.
My personal favorite is the Giant, a race that's strong, but a little slow. My other favorite is the Litorian. Despite the racial description of the Litorian, lion men, being strong, fast and tough, they're really only fast. Now to me, none of the races cut any new ground in what they are. Lion Men? Jackal Men? But the descriptions are well done and the stats seem very sound. The fact that the Faen, small lithe races, can change their physical beings through metamorphosis, is a great addition and is fairly unique outside of say a drow becoming a drider.
Those looking for new core classes, get six fully stated out twenty level ones. Many of the traditional roles that the fighter takes are specialized here. For example, the Warmain is the heavily armored type of fighter with heavy weapons while the Unfettered is almost a combination between Fighter and Rogue. They get sneak attack damage, but not that often, as well as bonus feats, but not that often, with a d8 hit dice and more skill pionts than a standard fighter.
Of more interest to those looking for a monk replacement is the Oathsworn, individuals that rely upon their own innate abilities. They get unarmed damage and a flurry, as well as other monk like abilities. Those who enjoyed the Holy Warrior from The Book of the Righteous, will like the Champion, a warrior devoted to a cause who gains special abilities in pursuit of that cause.
The good thing about the Champion and the Totem Warrior, a fighting class whose powers vary depending upon it's totem, is that there are some guidelines for GMs to make their own causes to champions and their own Totems to follow.
Those looking for new feats will find that there are three types of feat to select, ceremonial, regular, and talent. Starting characters get two feats, which works fine for the AU system, but fails for the d20 system unless you give all starting characters that extra ceremonial feat. Talents are similar to those special abilities you can only take at first level in games like Hammer & Helm or Swashbuckling Adventurers. They give you a special ability that is generally unique or 'kewl' like Natural Swordsman, where you gain a bonus to damage rolls and get a bonus to defense against those wielding swords. The feats are a good mix, but some of 'em are overpowered, some under. For example, any campaign with Expertise doesn't really need Defensive, a talent that gives you a +1 dodge bonus in exchange for a -1 penalty to attack rolls. One interesting rule idea here is that at 10th and 20th level, you can swap out feats that are useless by undergoing a ceremony. A nice touch and a way to handle the change in game.
“You can use everything in this book alongside the 3rd Edition or revised 3rd Edition Player's Handbook.” A direct quote from the book. First off, there is currently no book on the market that I've seen that allows you do to this. To do this would require game rules for 3.0 and 3.5. This book has neither. To put this statement out there like that is false. There is conversion work needed not only because 3.5 is different than 3.0, but Monte didn't update this independent file to be anything other than the print version so it's still, in essence, Monte's version of d20, not the standard. Stills still straddle between the two systems unless it's a new skill, feats like Ambidexterity, which were eliminated in 3.5, are still here.
On a more minor note, the main benefit of getting this book is that you're getting some solid fighting material. To put the Mage Blade core class here and claim, “will need the spells and magic rules in Monte Cook's Arcana Unearthed or the Arcana Unearthed Grimoire” vastly defeats the purpose of seperate books. If you need those things for one core class, how about removing that core class and putting in some of the weapons and armor that the war based classes in here would use?
In the same vein, why keep material that is only referenced and explained in the core book like Hero Points? Why have a feat in this book about getting a hero point to start off with and not explain what a hero point actually is?
To get the 5 star rating, this book would need to drop the whole attitude that it is a pure d20 book or become a pure d20 book. It would have to explain what Hero Points are, or get rid of the Feat that allows you to have a Hero Point. It would have to clarify exactly why you need the other PDF book to use the Mage Blade, or drop the Mage Blade.
Those issues, to me, are big, but have little impact on the majority of the rules and thus, little impact on the utility of the book itself. If you don't mind a little elbow work in conversions to 3.5 or 3.0, or you're curious to see some of the stuff in Arcana Unearthed, this is a good place to start.