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Battlemasters & Berserkers
 
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Average Rating:4.2 / 5
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Battlemasters & Berserkers
Publisher: Legendary Games
by Rama T. [Verified Purchaser]
Date Added: 08/27/2024 19:36:50

Nice to have more material for my martial classes. It introduces new weapons and feats which if approved by your DM add flavor to the game.

I was not overwhelmed by new archarchetypes, but it was free, I shall not complain.



Rating:
[4 of 5 Stars!]
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Battlemasters & Berserkers
Publisher: Legendary Games
by Chris B. [Verified Purchaser]
Date Added: 05/27/2021 19:31:31

So I have to say that I am a little disappointed with this KS backed book. Before I continue though, I will point out that there are quite a few good things in here. And what I'm disappointed with is not bad so much as weird or I don't see the point of.

I'll try to show the mostly positive stuff first. The layout and presentation are excellent. Clear, concise, and easy to read. That's always a plus. Now, onto the meat of the book.

Most of the Fighter Subclasses are neat ideas, usable except for tthree. Although I'm not entirely sure of the constant need to add Wisdom or Charisma stats for certain things. The Chainmaster bothers me because the 5e play-testers fought hard to get rid of single weapon specialists. Even the Monk's Kensai doesn't do this, which this would be better for anyway. And the Guardian is pointless when I can do everything better with two feats and a Fighting Style by level 2. And the Gladiator shows that really, there needs to an alternate rules option for fantasy sword and sorcery play. But again, most of the rest of the class are interesting ideas.

Most of the Barbarian subclasses, the same. Some I want to like, but... Path of the Destroyer is built around breaking the enemy's items. But the best way to break a weapon, is to break the warrior wielding it. Still, most of them are functional, if somewhat limited in application. And Primal Fury is cute, but not entirely too sure about. Still, willing to let players try them out for themselves.

I love the alternate class features and rage powers though, which again is a mixed bag, but the fact of the matter is that you can mix and match adds flavour and that's always appreciated in my book. The brands and severing limbs are also fun additions, although I think that the severing could have used some expansion. But then I'm always up for finding ways for the Fighting Men of D&D to end fights harder and faster, then forcing the Wizard and Magic to do it for them.

The Backgrounds are nice, I like them, even if most of them are just extensions of the basic Player Handbook alternate background features. But that's part of their appeal, more flavour is always nice. The Magic Items section is also pretty nice, with lot's of cool, if a little too setting focused.

The Fighter/Barbarian in 'other genres' is unnecessary, as most already know this, not to mention this weird apologetic tone for the Barbarian tribes section. We know it's fantasy, we understand, don't worry.

But here's my biggest issues: The Feats and Weapons sections. Most of the feats are cute, but I'm not sure the authors understand what they're meant to be. Small packets of at least two to three slightly special abilities to enhance the character, some of them are better off as either in game manoeuvres or part an actual Feat.

My biggest bug bear are the weapons, though. The reason the 5e core books don't have the Katana or Bastard Swords listed is because the Long Sword is meant to cover them. A Long Sword is any blade between 3-4.5ft in length, able to be used in one or two hands. Anything bigger is now a Great Sword, smaller, Show Sword. And the extra weapon 'tags' are unnecessary. Finally, I'm not sure the authors understand that Reach means the weapon can go out to 10ft, often making them that long too.

All in all, however, it's a good book, despite my gripes, I still say it's worth what I paid for.



Rating:
[3 of 5 Stars!]
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