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Martial Power: A 4th Edition D&d Supplement (D&d Rules Expansion) (Dungeons & Dragons) (Dungeons & Dragons)
 
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Martial Power: A 4th Edition D&d Supplement (D&d Rules Expansion) (Dungeons & Dragons) (Dungeons & Dragons) [Hardcover]

Wizards RPG Team
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Product details

  • Hardcover: 160 pages
  • Publisher: Wizards of the Coast (18 Nov 2008)
  • Language English
  • ISBN-10: 0786949813
  • ISBN-13: 978-0786949816
  • Product Dimensions: 27.9 x 21.4 x 1.3 cm
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Bestsellers Rank: 168,529 in Books (See Top 100 in Books)

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Product Description

Product Description

Martial Power is the first of a line of player-friendly supplements offering hundreds of new options for D&D characters. This tome focuses on the martial heroes: characters that rely on their combat talents and keen wits for survival. This book provides new archetypal builds for the fighter, ranger, rogue, and warlord classes, including new character powers, feats, paragon paths, and epic destinies.

About the Author

ROB HEINSOO is the Lead System Designer (or team captain, as he prefers to think of it) for the D&D Roleplaying Game and the Lead Designer of the 4th Edition rules. His other game designs include Three-Dragon Ante and Inn-Fighting: The D&D Tavern Brawl Dice Game. NICOLAS LOGUE is a freelance writer whose recent credits include Eyes of the Lich Queen, Monster Manual V, and Dragons of Eberron. In real life, Nicolas is an actor, playwright, and fight director. DAVID NOONAN is a game designer for Wizards of the Coast, Inc. His previous design credits include Complete Warrior and Player s Handbook II. CHRIS SIMS works as a game designer for Wizards of the Coast, Inc. His recent credits include the 4th Edition Monster Manual and Dungeon Master s Guide.

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Most Helpful Customer Reviews
26 of 26 people found the following review helpful
Martial Power 30 Nov 2008
By alekto72 VINE™ VOICE
Format:Hardcover
As one of the first generic supplements for 4e, I'll admit I was a bit cautious about how useful and playable the material in 'Martial Power' would be. Although I haven't had a chance yet to use it in game, on an initial read-through it comes across as much more balanced and sensible that I thought it would be.

To go into more detail, the book is divided into sections relating to the four martial classes: Fighters; Ranger; Rogues; and Warlords. Each section details new build options; new class features; new at-will, encounter, utility and daily powers; and new paragon paths. The remainder of the book covers new feats for all three tiers and ten epic destinies for martial characters.

Some notable inclusions are: a two-weapon fighter archetype; the Beastmaster Ranger with its alternate class features derived from the ranger's link with his/her animal companion; and the thief-acrobat (okay, aerialist rogue). Each build is supported by new powers appropriate to their roles but for the most part usable by any character of that class. (The Ranger Beastmaster powers are fairly pointless unless the character has an animal companion.) There's also an extensive list of new feats for each tier including a handful of feats for Forgotten Realms campaigns.

First impressions on a read-through are that the additional powers, feats etc. included in MP are generally on par with those in the PHB which, I'll admit, came as a pleasant surprise. Also, there's no obvious padding in the book - it's game rules from front cover to back.

Right now, it's only missing 5* because I'm basing this review on nothing more than reading the book: I'm not going to give it 5/5 until I see if the new powers, feats etc. work out in practice as reasonably as they read.
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Amazon.com:  20 reviews
69 of 70 people found the following review helpful
Not perfect, but a useful expansion 18 Nov 2008
By Scott Schimmel - Published on Amazon.com
Format:Hardcover|Amazon Verified Purchase
Martial Power is a sourcebook for 4th edition Dungeons & Dragons that offers more powers, feats, paragon paths, and other options for the martial classes: fighters, rangers, rogues, and warlords. It is not a stand-alone book; it builds on what's presented in the Player's Handbook.

Martial Power is 180 pages, and the production values seem pretty good. The font, layout, and general format is very close to that of the core rulebooks, keeping things consistent.

The content is laid out in an orderly and logical fashion: there's one chapter dedicated to each of the four classes, plus a fifth chapter that deals with feats and epic destinies suited to martial characters.

Each of the class chapters contains one to two new build options. The new fighter builds, for example, are the berserker-style bloodrager and the two-weapon-wielding tempest. Each contains a pretty broad assortment of new powers, usually between 4 and 6 at each level (and of each type, for level 1 powers).

Each contains a few flavor-text sidebars, which range from the interesting and thought provoking (Signature Weapons, Fighters in the World) to the banal. These take up very little space, though.

Finally, each contains a dozen new paragon paths suited to its class. The quality of these varies, but each class has at least a few that are both intriguing and broadly useful across many styles of game.

The fifth chapter contains dozens of new feats of all character levels, plus ten epic destinies, the quality of which likewise varies.

For the most part, the content lives up to its promises. There are a few bizarre and unexplained decisions -- why, exactly, do human fighters excel at wild, panicked swings, and dwarves excel at the shield bash maneuver (but not the shield slam maneuver)? For the most part, though, the design seems solid, and the book does add some much-needed options, including the beastmaster ranger and a rogue paragon path that's among the best D&D treatments of the swashbuckler I've seen.

The biggest weakness is the lack of any index. Coupled with a very minimal table of contents, it can be somewhat difficult to find a particular feat or paragon path you're looking for. The presence of a thorough index would make this book much easier to use. And that's a shame, because the content is relatively strong.

Overall, I think this book is a success. I expect to allow much of the material in my game. It could have been better -- but if the rest of the books in the Power line are this good, I'll buy them and have no regrets. It serves my needs, and if the content needs a little vetting, I expected as much -- that's no different from those supplements for earlier editions.
28 of 29 people found the following review helpful
Adds options to the martial classes. 19 Nov 2008
By Jessie Scott - Published on Amazon.com
Format:Hardcover
The Martial Power Handbook does exactly what it says it does: expands the core martial classes giving them more options. Each class is given two entirely new builds - with the exception of the ranger.

I would say that each class has a fairly good new build, and a passable one. The Ravager for the Warrior is an interesting take and has nice abilities. The Tempest, I felt, was just the Two Weapon Fighting style from Ranger pasted onto the Warrior. It's nothing new.

The Ranger only gets one new build: The Beastmaster. This build is a wonderful addition to the classes. Companion pets were bound to be implemented in some way eventually, and I think they did a decent job with how it was done. Anyone desiring to take a beast companion will have to focus on the new build though, which means eschewing previous options to optimize the build.

I was hoping for more for the Rogue. The Aerialist is a decent build for mobility, being able to slip into the perfect position through powers. It really plays on the strengths of movement and tactical advantages. Ruthless ruffian I wasn't too happy with as it didn't really expand anything that couldn't have been done with feats alone. Maces and clubs are added to the list of weapons that the rogue can use as if they were light blades, in addition to getting new use from the intimidate skill. It feels gimmicky.

Now, the Warlord has two very different, but very interesting new builds. The new builds are more tactical and create an interesting style of play. The Bravura is a danger-seeking risk taker. By putting him/herself in harms way, they opt for the chance to tip the odds in the player's favor. Coax the enemy into attack so another ally can attack, have the enemy advance on you, and rush through enemies to heal allies. The other build is a more resourceful one, seeking to play at adapting strategically to each situation and not taking huge risks of safety.

Along with the new builds comes new Paragon and Epic tier builds. There are many paragon tier paths, and I found some of them to be mundane or unnecessary. However, others may enjoy them. There were far too many for my liking however. Epic tier introduced a few new interesting paths as well. Again, some may find them too mundane or needing specific circumstances.

The new feats included a few that were nice, but many of them were supplementing the new builds as expected. Overall I was not impressed with the new feats, but some of them certainly are a welcome addition. Included are new multiclass optional feats as well relating to the new builds.

This book is exactly what it claims to be. It offers enough new, good options that I would recommend it. Since 4th Edition is still in it's infancy, it's nice to have more options to make versatile, interesting builds. As with any supplement, however, I would highly recommend thumbing through this at a book store to see if it's worth a purchase.
15 of 18 people found the following review helpful
filler free book-o-options 9 Mar 2009
By James D. Mcalear - Published on Amazon.com
Format:Hardcover
Look I'm not gonna lie to you people. I bought this book for pure crunchy player options.
Its not that I'm a power gamer, my games are very story centric, but lets face it after 15 years of playing DnD do I really want to pay for chapters on "how do fighters/rangers/thieves fit into your game?", or reams of random premade dungeons or strongholds like in many previous class splat books?
Hell no i don't want to pay for that nonsense, and if this is the new dirrection of 4th ed I wont have to unless i want to. Frankly this fact alone is enough to give this book four stars out of shear joy of lack of filler content.
But seriously, whats in this filler free volume is actually pretty sweet to. Tons of interesting ways to set your character apart. Yes, you could always do this with roleplaying (and lord knows if you dont your missing the point), but lets face it, its always nice to have rules that help reflect/express your characters background, style, and personality.
It has a pretty large selection feats, powers, and paragon paths for all the martial characters, personal faves include the blade banshee paragon path, the pole arm based warlord path, and the coolest epic destiny ever-the godhunter. I was a bit let down by the beast companion rules for rangers though, as i felt they are needlessly complex (I'm still not sure I get them lol.)
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