Most Helpful Customer Reviews
12 of 14 people found the following review helpful:
4.0 out of 5 stars
Nice book, January 11, 2000
This review is from: The Complete Fighter's Handbook (Paperback)
This book provides lots of new rules and variations on the Fighter class. Unfortunately, there is a lot of potential for abuse. A first level fighter can now take Ambidexterity as a proficiency, specialize in longsword, specialize in two-weapon fighting style, and with a strength of 18 they can do 24/32 (M/L)(average 17/21) points of damage in one round, and 36/48 (avg 25.5/31.5) the next. They can take, at most, 14. So it makes it hard as a DM to give the fighter a foe that is a challenge without killing the fighter instantly. The kits are interesting, although the beast-rider presents a challenge to game balance as well. The fighter's mount would be a powerful ally at low levels, but a liability once the fighter passes level 5 or so. The weapon group proficiency rules are indispensible. It makes a lot more sense than saying that a fighter can use a long sword but not a short sword ("Hit him with the pointy end, Phil!"). This is probably the most useful of the various Complete Handbooks. I highly recommend it.
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5 of 5 people found the following review helpful:
5.0 out of 5 stars
Nice Job TSR, September 17, 1999
By A Customer
This review is from: The Complete Fighter's Handbook (Paperback)
This book was a much needed help in my setting , left and right I had fighter pc's that wanted to broaden their horizons a little and add destinction to their characters. Well now I have that resource at my desposal and I am quite pleased with my purchase. I really liked the Samarui Kit and the list and explanation of several types of Japaneese weapons. I am most pleased.
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4 of 4 people found the following review helpful:
4.0 out of 5 stars
Awesome, purely awesome, not just for dungeon hackers either, December 31, 1998
By A Customer
This review is from: The Complete Fighter's Handbook (Paperback)
Well, when I picked this book up, I thought it would be useless to me, because I was strictly a Cleric player. This book cured me of it. It cleared up loose ends caused by the PHB as far as the proficiencies:Armorer, Bowyer/Fletcher, and Weaponsmith. Although it could've been more descriptive. It's suggested roleplaying personality section is great, as well as the numerous kits. The Included Combat rules give depth and more options in combat, as well as better ways to become proficient in weapons, with tight and broad groups. Also, with the weapon styles, anyone can become a better combatant. Also, it gives rogues, and warriors a chance to wield two weapons of the same length without penalty, while only using two proficiency slots. The only part of this that I didn't agree with is the damage point system on armor, requiring weakened armor to be repaired after battles. And one of the greatest parts of this handbook is the Complete Fighter's Combat/Character sheets.
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