Rating:  Summary: Putting the fight in Fighter Review: This is a MUST for folks who play Fighters. Finally the "poor-cousin" character class gets the attention it needs, and Fighters get put on level ground with the other classes. New weapons, styles, proficiences, a totally indispensable work for the fighter-player.
Rating:  Summary: Best Complete Handbook Review: This is definitely the best all around complete handbook. Well what did I like most about the handbook? It think that would have to be the new combat rules. There is a lot of stuff here! Clear rules for parrying, called shots, shield punches, great new info on punching, wrestling, and martial arts (and specialization in each), insights into hit locations, effects of damage on armor (it doesn't last for ever you know), tournaments (including jousting), combat tactics, and mounted combat. And my favorite, new info on weapon proficiencies. This includes style specialations (two weapon, two hander, weapon and shield, single weapon) which justs rocks and broad groups and tight groups (allows someone to be proficent with like weapons; hey I can use a long bow why can't I use a short bow or a composite long bow.)Well don't you think that's enough reason to buy the book? If you don't, I will also mention that it has new kits, new info on proficiencies, roleplaying tips, and new types of armor and weapons. The kits are pretty cool (cavalier and beserkers are awesome), and the information on the proficiencies armorer, weaponsmithing, and bowyer/fletcher eliminate the need for lots of house rules that you will definitely forget or lose. BUY this book; it's worth it.
Rating:  Summary: Good Book, Good Value Review: TSR's Complete Book of Fighters is one of rare 'kit books' that will go a long way to enhance any fighter, be they PC or NPC. For the most part the kits themselves aren't well balanced against each other, but on their own they are quite good and would require a minimum of tweaking to bring them into line with each other. For example, the Swashbuckler kit is vastly more powerful than the Peasant Hero kit as far as bonus abilities, skills, etc. Plus the additional background for non-magical or a fighters only campaign is interesting. It is a solidly written book with loads of information.
Rating:  Summary: Nice Job TSR Review: Well, I just came back again (stumbled in is more like it), and saw my review. I read it and had only one problem, too few stars. The damage point system is great for any player that wants added realism, roleplaying, and sometimes annoyance =). This is also good for DMs who want to pull back the reins on players that take the cheap way out (Scale Mail, Ring Mail, and Splint mail) when buying armor. In conjunction with the Arms and Equipment Guide, it is an undeniable resource.
Rating:  Summary: Ok, nevermind, I take it back. Review: Well, I just came back again (stumbled in is more like it), and saw my review. I read it and had only one problem, too few stars. The damage point system is great for any player that wants added realism, roleplaying, and sometimes annoyance =). This is also good for DMs who want to pull back the reins on players that take the cheap way out (Scale Mail, Ring Mail, and Splint mail) when buying armor. In conjunction with the Arms and Equipment Guide, it is an undeniable resource.
Rating:  Summary: Awesome, purely awesome, not just for dungeon hackers either Review: 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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