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Nice Things for Fighters $4.99
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Nice Things for Fighters
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Nice Things for Fighters
Publisher: Quasar Knight Enterprises
by A customer [Verified Purchaser]
Date Added: 01/02/2016 19:04:39

This supplement clocks in at 32 pages, including 25 pages of content. The first thing of note is that the PDF comes with no bookmarks, nor is there a table of contents, which is a somewhat annoying but not a complete deal-breaker at this size.
After a brief introduction, we get many pages worth of combat feats. These feats are designed with the knowledge that combat feats are the main class features of fighters, and, thus, should have a range of versatility and power comparable to other classes’ major features. The feats allow for a range of different abilities, from blocking spells to damaging an area instead of a single enemy, to moving enemies you hit. There is one crucial flaw in this section: the feats which are supposed to be class features have long chains of incongruous feats as prerequisites. Barbarian rage powers don’t require taking numerous weaker rage powers as prerequisites. Witch hexes don’t require taking lots of non-synergistic weaker hexes as prerequisites. And, of course, learning or casting Summon Monster VI doesn’t require first learning Summon Monster I through V. The fact that fighters’ main class features are locked behind chains of prerequisites, while at the same time are no better (and often weaker) than other classes’ class features is one of the most commonly cited reasons for the fighter’s deficiencies. If the goal of this section was to provide Nice Things for Fighters, it didn’t meet its goal. Next comes a string of archetypes for fighters. The Bombardier gets a version of alchemist’s bombs. The Everyman Hero archetype gets a bunch of minor miscellaneous boosts. The Grappling Cord Acrobat gets a bunch of grappling-themed abilities, the Scrapper archetype eliminates armor-related bonuses, and the Warrior-Poet gets a bunch of bard class features. The archetypes range from weak to moderately strong, but there is a dearth of originality in their abilities, with a lot being drawn from existing class features. The Grappling Cord Acrobat was the only archetype that really impressed me.
There are a handful of color illustrations scattered throughout this supplement. Short Term Use: The editing and formatting are very good, and the rules language is fairly clear. The lack of a table of contents or bookmarks hurts is usability as a PDF. If you are reading this review, there is a decent chance you are considering whether to use this product or Path of War (or both). This supplement consists almost entirely of feats and simple archetypes, so it may seem easier to introduce than an entire subsystem like Path of War. However, when taken straight out of the box, Nice Things for Fighters does not actually accomplish what it promises. There is very little in this supplement that allows a fighter to affect things outside of its immediate vicinity or affect the narrative out of combat, so this supplement does nothing to bring it closer to the level of spellcasters. It sort-of helps by almost bringing the fighter up to the level of other martial base classes, but doesn’t quite make it because the feats are locked behind long prerequisite feat chains and the archetypes suffer from an overemphasis on number boosts. Overall, this product gets a Short Term Rating of 2/5. Long Term Use: Despite my earlier criticism, many of the feats in this book do have interesting effects. If one were to go through the book and tweak, remove, or reduce the prerequisites for all of the feats, you’d get a fairly good collection. That, combined with the fact that I really do like the Grappling Cord archetype, nets this supplement a Long Term rating of 3/5.



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