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41 of 43 people found the following review helpful:
5.0 out of 5 stars Terrific Help
I'm not a big fan of fighters and monks, so I was expecting to be slightly disappointed by this D&D accessory. I'm happy to say that I was underestimating the writers of "Sword and Fist". This is a wonderful accessory to anyone who wants to create a character -- PC or NPC. I love the fact that this book added rules, rather than replacing rules in the game...
Published on January 30, 2001 by Sunhi

versus
50 of 52 people found the following review helpful:
3.0 out of 5 stars Good but not Great.
Overall I have enjoyed and like the 3rd edition rules and I think everyone will agree that there have been significant improvements with this system.

The sword and fist and many of the published supplements, however have me a bit concerned. Afterall, you would expect at a price of... someone would have read it before sending it to the printers?

Within 20 minutes of...

Published on January 10, 2001 by Jeff Travis


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50 of 52 people found the following review helpful:
3.0 out of 5 stars Good but not Great., January 10, 2001
This review is from: Sword and Fist: A Guidebook to Fighters and Monks (Paperback)
Overall I have enjoyed and like the 3rd edition rules and I think everyone will agree that there have been significant improvements with this system.

The sword and fist and many of the published supplements, however have me a bit concerned. Afterall, you would expect at a price of... someone would have read it before sending it to the printers?

Within 20 minutes of flipping through the book, I had already spotted no less than 5 typos. It appears as if relying on a Word Processor is enough to publish something these days.

Overall, I am excited about many things from this book such as many of the feats, new Weapons and the Castle maps. The jury is still out on the extreme amount of Prestige classes. While the idea of prestige classes is good, the monk certainly is no ideal candidate for it due to its restrictions in multiclassing and 21 Prestige classes seems a bit much for this book. 28 pages out 96 goes towards Prestige Classes! Instead it might have been nice to have more explanation of how to better your fighters within the rules. For Example, how to best utilize Rapid shot or Rapid shot and Rapid Reload together or how to take advantage of multi-classing into a fighter for other character classes.

The 4 pages of tactics almost hit on a really solid section within this book but was just too short! While the section on fitting prestige classes and their organization into the campaign seems like filler material and any DM could do this without these 13 pages.

I have been a bit surprised at the prices of the supplements with there size. They seem to be about half the size of supplements for the same price in the past?

Here is the breakdown of each sections.
Feats - 5 pages (Approx 30 new feats)
Skills - 2 pages (0 New Skills)
Prestige Classes - 28 pages (Approx 21 new Classes)
Working the Classes into a campaign - 13 pages (Really neccessary?)
Tactics - 4 pages
Monstrous Fighters -4 pages (section for gms and Monster fighters)
New Weapons - 5 pages
New Magic Items - 2 - 1/2 pages
Vehicles - 2 pages
Castle Plans - 17 pages (Perhaps the nicest section, especially for GMs)

All in all, if your a collector or an avid fighter player this book might add value to your collection. I think any gaming group could get by with 1 copy as there are only about 25-30 pages in the book that might be needed in a given gaming session and could be easily ....

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41 of 43 people found the following review helpful:
5.0 out of 5 stars Terrific Help, January 30, 2001
By 
Sunhi (East Norriton, PA USA) - See all my reviews
This review is from: Sword and Fist: A Guidebook to Fighters and Monks (Paperback)
I'm not a big fan of fighters and monks, so I was expecting to be slightly disappointed by this D&D accessory. I'm happy to say that I was underestimating the writers of "Sword and Fist". This is a wonderful accessory to anyone who wants to create a character -- PC or NPC. I love the fact that this book added rules, rather than replacing rules in the game system. That practice was the thing I hated most about the Second Edition Handbooks and what I was secretly dreading. Sometimes, it's nice to be wrong.

The high points of the book for me include the feats, prestige classes, new weapons, and castle plans. Before I describe any of these, let me say that my absolute favorite thing about "Sword and Fist" is that you can use the feats, skill ideas, new weapons, and prestige classes for characters beyond monks and fighters. It's perfectly possible to apply the new stuff in the book to rogues, wizards, or any other standard class. The prestige classes even detailed which classes were most likely to precede them. An admirable effort to make this book useful to everyone. Now on to the sections...

The feats included weren't that original at times, but since I think feats and skills help personalize the characters to an incredible degree, I was thrilled with all of them. It's neat to mentally picture some of the feats and I think they help make combat much more descriptive. The prestige classes were also nice and I wanted to try quite a few of them out. I'm glad so many were added because again, it brings a great amount of customization to the player characters and to the NPCs. My favorite section (which was entirely too short) was the new weapons. I love the new weapons, especially the "war fan". I can't wait to try to create an NPC monk or rogue who wields that. The castle plans section was also useful to DMs (like me) who have no clue how a castle is built or what the upkeep on one costs. (Each plan lists how much time and gold is required for construction and how much gold is required for maintenance.)

What are my least favorite sections? Tactics and organizations within a campaign. The tactics were all common sense put down in written word. I was slightly unnerved that the writers didn't think the readers would be able to determine simple concepts on their own. However, the section is so short, that it's not a big deal. Now, onto organizations within a campaign world -- it's nice that the book lists some sample organizations that can be used and changed to fit into any campaign world -- but I just don't see myself ever using them. They had just enough ideas within them to make them useful, but if any section could have been dropped from the book, then it was definitely this one.

Overall, this was a great product and I'm so glad I got it. Now I'm anxiously awaiting the rest of the accessories that are similar to this one.

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32 of 33 people found the following review helpful:
3.0 out of 5 stars The gloves are off..., January 12, 2001
By 
This review is from: Sword and Fist: A Guidebook to Fighters and Monks (Paperback)
In WotC's first major rules expansion, they have produced a product that adds new options to the existing rules and still manages to add flavor to the game. This book gives you more prestige classes, new feats and skills, new weapons & magic items, and in perhaps the most useful section- examples of how the combat rules can be used to maximum advantage.

The new prestige classes serve two purposes: they instantly give DMs and players more options for PC and NPC play, and they show DMs more examples of how prestige classes can be built. Most of the new classes in this volume are the standard cultural variants (samurai, ninja, cavalier, archer) with a few fantasy-themed exotics (ghostwalker and perhaps the silliest of the lot, the drunken master-a character whose attributes increase with the consumption of alcohol) thrown in for flavor. WotC goes the extra yard and describes some of these prestige classes as organizations with goals and initiations so they are ready to insert into a existing campaign. The Knights of the Watch (a chivalrous knightly order) and the Ravagers (a group bent on violence and destruction) are typical fare, but like everything else they are easily customized.

The new feats and skills broaden the fighter class to the point that fighters can progress along entirely different paths and evolve into vastly different fighting machines. The core rules made this possible, but new feats like spring attack and "5 foot blindsight" can really lend weight to a player's wish to be different. Sure - you can SAY your fighter seems to have eyes in the back of his head, but if the character takes the feat of the same name, you have rules to make your fighter's persona have a real game effect. This is undoubtedly what the WotC folks were shooting for, and more power to them.

The new weapons and magic items provide tools for the diverse characters that PCs can now create. From Fukimi-bari (small needles that ninjas spit at people) to the Mercurial Greatsword (an instant favorite of the power-gamer) - the weapon selection has broadened considerably. Most of the weapons seem to have avoided the common pitfall of simply being differently shaped versions of the same stats. WotC has also thought to head-off this kind of thing by providing equivalents for new weapon types (e.g. "A Katana is equivalent to weapon X" for stats). This gives a DM much-needed guidelines to handle the player whose character simply has to have an Atlatl.

In the section titled "The Game Within the Game" WotC takes the nebulous collection of combat feats and skills and gives a player examples on how to use them effectively. As any player in their first 3rd Edition mass combat knows, the new combat rules are much more complicated than they first appear. Sure they're easy to use, but when a lot of feats and skills collide in battle, new combinations are bound to come up. WotC provides some very basic advice about attacks of opportunity and movement, and follows it up with two wonderful examples of feat-oriented combat, complete with explanation and character stats. In my experience, these kind of examples are the best way to teach people how to game properly (WotC should have put TEN of them in this book, along with one a week on their website - there's really no substitute for seeing the rules in action). They also take the time to impress on you how truly fearsome a creature with reach can be in combat, (DMs, try this: Give all the trolls in your campaign the new "Large and in Charge" feat and watch all your players suddenly develop an interest in polearms....*grin*)

The worst thing I can say about this book is that it costs as much as the core rulebooks. One look at the contents convinced me it was worth having, but its clear that WotC is bound and determined to make some money off the expansions. But so far, WotC has managed to avoid TSR's recurring problem of superceding the core rules in a supplement. By adding rules within the main framework they have created a really useful addition to the game...and they've made combat in D&D a whole lot more interesting.

So...watch your back.

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21 of 22 people found the following review helpful:
3.0 out of 5 stars Sword and Fist is good, but could have been great, July 18, 2001
This review is from: Sword and Fist: A Guidebook to Fighters and Monks (Paperback)
One thing I like about the 3E core rule books is it seems like WotC play tested the hell out of them. Nearly everything is fairly well balanced. Many aspects have been simplified from the 2nd addition in a good way (though sometimes too much.) Overall, I really like 3E and consider it worth buying.

Enter supplimental material like Sword and Fist. Here we have a book under 100 pages that costs $20.00us. Based on price alone, it better be one damn solid book for 20 cents per page! Unfortunately, for me, it's only worth maybe $10-15. Think of it this way, the core rule books go for $20-25, and this is about 1/3rd the size. Enough on prices.

THE ART: WotC employs some of the finest fantasy artists in the business. The core rule books take full advantage of this, Sword and Fist does not. Don't get me wrong, the art is decent, but it's not in color, nor is up to what WotC could accomplish using multiple artists and color printing.

THE CONTENT: Primarily covers Prestige Classes, with some space devoted to new feats, skills, weapons, etc. There's a nice section in the back for vehicles and structures. How valuable is all this to your adventures? Here's my take: we'll need ALL the class books to rebalance the game. Having one class book means those players (and NPCs) who are Fighters or Monks have access to more powerful combinations. Unless each class has the potential for such expansion, it throws off game balance. Granted you don't _have_ to be a fighter or monk to use these prestige classes, but they are most suitable for those classes.

Fortunately, all the rules in this book are optional. As a DM you can pick and choose what to use. I strongly suggest you do just that! Otherwise, expect everyone in the group to take the exotic weapon feat: mercurial greatsword. ;-)

This class book (and all the other class books thus far) feel rushed. They seem like they are still in beta. There is some really cool stuff though. Use these books for inspiration, and think of the impact before you introduce aspects of Sword & Fist to your game. Done in this manner, I think we can walk away with some valuable additions to the core rules.

Also, check out the D&D website for supplimental material. You'll see what I meant about these books being published while still in beta. There is an errata link dedicated to this book. Like the bladed gauntlets have a threat rating of 19-20, not 17-20, etc.

WotC: get off your ..., and put the same effort into your accessories as you did with the core rules. And for the love of God, stop charging $20 for the class books. Fellow Amazons: if you think I'm being too harsh on WotC, head to your favorite gaming store and flip through the 3E Forgotten Realms book. THAT is what they can do when they push their capabilities to the limit.

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16 of 16 people found the following review helpful:
3.0 out of 5 stars Really would've preferred more..., February 6, 2001
By 
This review is from: Sword and Fist: A Guidebook to Fighters and Monks (Paperback)
I bought this after a quick glance, seeing a few cool things that I liked. It's probably a good thing I did, at least for WotC, because I would've held off for a while if I'd looked harder.

If you hadn't guessed, this is the fighter/monk handbook for D&D 3. It includes new feats, new prestige classes, new gear, advice on using skills and tactics, and, finally, schematics of various fortresses and vehicles.

What did I like? Some of the feats were really useful. The tactical advice was helpful, and the fortress information is very potentially useful.

However, this is a rather weak supplement. They give examples of how to use two skills, when they should've put in more. The prestige classes, by and large, are silly or useless. As an example, take the Ravager, a (mostly) NPC class. To join, you have to kill an existing member. Therefore, through attrition, each band will soon be, as the recruitment ads so wonderfully state, "An Army of One." Most of the classes included are oriental in nature, which precludes them from play if the GM bases his game solely on European background. Some of the feats are such that no fighter will *ever* be able to take them; show me a fighter with Wisdom of 19, and I'll show you someone who should've been a priest or a monk. The weapons are all exotic, and kind of munchkiny. The tactics section was far too short, and easily could've been expanded, with a general discussion of feats and how best to use them. And, well, while the buildings were nice, it seemed like they were just filler.

Sigh. This isn't a bad book, it's just that it could've been so much better.

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10 of 11 people found the following review helpful:
1.0 out of 5 stars Unfulfilled potential...., September 4, 2001
By 
"wangka" (New York, NY USA) - See all my reviews
This review is from: Sword and Fist: A Guidebook to Fighters and Monks (Paperback)
The first and hopefully worst of the class guidebook series, Sword and Fist is not entirely without value. The general tone of the book favors somewhat more fantastical campaigns that place less emphasis on internal consistency and logic. Additionally, the book is tailored to players seeking to maximize combat potential and sadly decreased emphasis on broadening a fighter's role playing experience.


The number of new and interesting Feats is one of the few good features, but the poor balancing and editing throughout the book is quite visible in often contradictory or unclear feats. The prestige classes are formulaic and poorly executed, but potentially salvageable with moderate modification. The heavy "oriental" influence is also unbalanced and uninspiring (higher hopes for the upcoming Oriental Adventures sourcebook).
Bland "ki" abilites, mostly disguises for the same formulaic attack/damage bonuses, abound in the lackluster prestige classes. The notes regarding tactics and skill selection were spotty and sometimes of questionable value.


The weapons, errata considered, are powerful additions to a fighter's arsenal. Most are superior to the well balanced selection in the Player's Handbook. Most also test the suspension of disbelief. This is only a problem for campaigns that prefer internal consistency and some degree of believabiliy. 'Mighty' whips of 6 lb total weight that reach 15 feet and permit strength bonus, hollowed out swords with mercury filling that do significantly more damage, dagger length claws superior to rapiers, or nonsensical flail/sword combinations are, for "realists", unfortunate violations of game logic.


17 odd pages of regrettable filler of fort and keep maps finish the package. That room could have been better spent on a well thought out cost/labor system for building structures with fewer examples.


Final Thoughts? The few good ideas and salvageable concepts are not enough to justify the price. This poor value was clearly rushed and pales in comparison to the three core rulebooks.
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7 of 7 people found the following review helpful:
5.0 out of 5 stars VERY good, December 28, 2001
This review is from: Sword and Fist: A Guidebook to Fighters and Monks (Paperback)
As an example of a class guidebook, I think that Sword & Fist has very good style. The prestige classes are good, with many examples of ways that they could be used as NPCs, for all the DMs out there. The new exotic weapons are also a nice addition, with the mercurial greatsword doing an unprecedented 2d8 damage! The new feats are also nice. One of the best parts about the book are the caste/fortress/building designs, which would be useful in a large tactical campaign. The best part that makes Sowrd & Fist really shine is the fact that most of the new ideas in the book are compatable with classes other than fighteres and monks, which is very useful
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6 of 6 people found the following review helpful:
3.0 out of 5 stars can you say...smackdown?, January 22, 2001
By 
"dannypr" (Carolina, Puerto Rico USA) - See all my reviews
This review is from: Sword and Fist: A Guidebook to Fighters and Monks (Paperback)
Oh my, this book is something! First off, most of the new feats are very cool (nothing like a good ol' snatch arrow to impress your enemies and passersby); one drawback, however, is that some are not explained as clearly as the ones in the PHB (I'm still pondering that dirty fighting bonus). In fact, that's possibly the most negative aspect of the book: it has a kinda "we-wrote-it-really-fast-and-didn't-stop-to-elaborate" feel. Luckily, any doubts and gaps can be easily abridged using the core rulebooks, by compairing the new feats to the basic ones. The "new uses for skills" section is good, if somewhat skimpy, but it gets the ball rolling, so you can make up new uses for other skills. The new prestige classes range from the awesome (read: master of chains) to the whimsical (drunken master) to the downright cheesy (knight protector of the great kingdom? c'mon, just be a paladin!). Overall, they're very cool. The chapters on roles for fighters and monks provide great ideas for campaigns, and useful combat examples. The final chapter...oh my. Weapons. New, bright, shiny, COOL WEAPONS! Who can say no to that mercurial greatsword?!?!? wow, you just gotta love them. Also, you'll find descriptions of the places warrriors like to call home, as well as posh wheels (chariots) and other trinkets and gadgets. All in all it's a great book, but don't expect to be able to use any material directly, without having to do a little bit of work to fit it into your campaign (especially if you're not playing Greyhawk).
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7 of 8 people found the following review helpful:
4.0 out of 5 stars Lots of new stuff, most of it worthwhile, January 11, 2001
By 
"knytehawkk" (Kirkland, WA United States) - See all my reviews
This review is from: Sword and Fist: A Guidebook to Fighters and Monks (Paperback)
After waiting over a week for my local bookstore to get thishandbook in stock...I finally got to sit down with my copy of Sword & Fist.

New feats, LOTS of prestige classes, some good combat notes, special organizations and some cool new weapons.

There aren't nearly as many new feats as I was lead to believe, some of them are pretty cool (Throw Any Weapon, allows you to throw any weapon regardless of whether it was meant to be thrown, I wonder if this includes small halflings) and some don't make any sense at all (Dirty Fighting, which for some unknown reason gives you a 1d4 damage bonus to melee attacks a certain number of times per day, I don't get it). All in all, nothing earth-shattering or terribly unbalancing (whew.) in the feats area at least.

But some of the new prestige classes worry me. The Drunken Master especially gives me shivers as a DM thinking of the game balance issues. (Fyi, he has a boatload of combat abilities, a HUGE amount of modifiers to his AC, and is just plain weird.) Now granted, most of the prestige classes are well balanced and some are just plain cool for those people that like a little variety in their characters (the Lasher [whip specialist] and the Chain Master are VERY cool) but a couple are a little over-powered, in my opinion as an experienced DM. It will be up to the DMs of the game to see if they can strike a balance.

The organizations are a good addition and show off how many prestige classes get their foundations.

The new weapons and weapon rules are a sight for sore eyes though. They took the time to give players equivalent weapons for those from 2nd edition (katana, wakisashi, etc) so that converting characters is less guesswork. The new weapons are pretty cool, although you can definately tell they spent more time on the monk/martial arts aspect of things than the traditional fighter aspect.

In summation, this is a good expansion for people playing 3rd edition. Heck, I'd buy this book just for the feats, skills, and weapon lists but the prestige classes and organizations give it a good bonus kick. I only wish they'd keep releasing the near-core rulebooks in hardcover instead ofthis...paperback stock they are using. Oh well, I guess you can't have it all.

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9 of 11 people found the following review helpful:
2.0 out of 5 stars BEWARE: FIRST PRINT ERRATA!!!, June 13, 2001
By 
This review is from: Sword and Fist: A Guidebook to Fighters and Monks (Paperback)
The info in the guide is great, it's just that there are innumerable mistakes. This is not just an opinion. Check www.wizards.com for the extensive list of errata. I would recommend that you wait until the second printing before you purchase this item.
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Sword and Fist: A Guidebook to Fighters and Monks
Sword and Fist: A Guidebook to Fighters and Monks by Jason Carl (Paperback - January 1, 2001)
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