A book useful to new and grizzled alike
In Everything Bad is Good for You, author Steven Johnson makes the argument that many things thought bad in popular culture are, in fact, making us and requiring us to be smarter. He makes a brief example in the beginning about D&D being such a phenomenon; the complex mathematics of bonuses, penalties, and dice variables makes one learn and use math in a practical way. The authors of Goodman Games' Power Gamers 3.5 Guide to Warriors obviously subscribe to this theory of the smart, math savy gamer, because this book is not for the number-shy. It is, however, for people who want to know how the math affects the game and how to use this knowledge to their advantage.
Some things to get out of the way now that one notices throughout the book. First, this uses only material from the Player's Handbook. No optional rules from other WotC books (obviously, since they can only deal with SRD material), but it also doesn't try to sell new stuff. Therefore, everything they describe is 100% legal. I appreciated this, but if you're looking for new feats and PrC's, this is not that book.
Also, the book makes judgements about damage based on averages. Part of the consideration of damage is attack average- you cannot hurt what you cannot hit. Average damage is 1/2 maximum + .5. This is explained in the Classes chapter if you are interested, but it is some big math. Fortunately, the tables do all the math for you, you just have to interpret the data.
Finally, as you read my descriptions of the chapters, if you think to yourself "duh" after every paragraph, don't think you can't use this book. A lot of this may be learned or known just from experience, but I guarantee there will be goodies for all. Just skip the chapters that don't teach you anything and check out the ones that will.
The book begins with an introduction that establishes a framework for organizing information and hints: archetypes. These are character concepts that you are meant to use in establishing the long-term idea of your warrior, based on fighting styles. The six are:
1. Archer- applies to any ranged weapon fighter, not just bow users.
2. Cavalry- again, applies to any mounted character, not just horse riders.
3. Guerilla- warriors that go after particular targets based on race, strength, or importance.
4. Light Infantry- warriors that favor a defense of mobility and a quick offense.
5. Heavy Infantry (aka Tanks)- big weapon, big armor, big person
6. Skirmisher- a support fighter who is decent at two or three fighting methods.
The next chapter is about ability scores. Using the default array from the DMG, the book shows how to arrange your scores over the six abilities based on what kind of warrior archetype you're trying to create. Obviously, Strength is a big factor for all, but some archetypes might emphasize Dexterity, while others emphasize Constitution, and some archetypes are ideal for classes that need good Wisdom and/or Charisma also. This is great even if you don't use the default array, as it shows what your priorities should be for whatever your score allotment is.
After this comes Races. Each PHB race gets a discussion going over their ups and downs, and what their best choices for archetype are. Also, each race gets a stat block, showing the order of ability scores with appropriate racial modifiers for each of the six archetypes. That way, if you don't want to follow their recommendations for ideal archetype, you can still make an effective character.
One thing the authors do at the end of the chapter is show the downside of playing a non-standard race. Looking at two ECL 4 characters, they show a human ranger and a gnoll ranger. All things being equal, the human wins on pure numbers. That might be a wake-up call for players thinking that monsters, with all their cool abilities and stat bumps, are automatically preferable to the basic races.
Next up is Classes, starting with an in-depth look at the Fighter. They give a treatment of a common fighter development problem, EFBOS (Early Fighter Burn Out Syndrome). This happens to fighters who don't have a plan for development and start picking random and useless feats that in the end make them less than ideal. After a one page discussion of how to fight this, they do an analysis of the fighter-unique feats and how they affect average damage. The nice thing is that they look at all possible situations, with no feats all the way to all available feats.
Then comes details of the other fighting intensive classes: barbarian, monk, paladin, and ranger. Each contains a look at pros and cons, as well as what races and archetypes fit well with each. The last part is a detailing of some multiclass combinations for each archetype, mixing in some warrior class combinations with some other things, such as rogue, bard, cleric, and arcane caster. My personal feeling on these: don't try them unless your party is already well balanced and has all needs covered, and even then I'd by wary. You'll get a lot of different abilities and skills, but you'll never take anywhere near full advantage of any one classes' abilities. This can make for less than totally effective characters. However, YMMV.
Following this is the skills section. What this mostly gets across is that, while certain skills are key to certain classes' abilities (for example, Survival for a Ranger), skills as a whole are not terribly important to warriors. Also, a lot of their skill advice assumes that your DM allows taking 10 or 20 and, therefore, you don't need as many ranks to make most checks. If your DM doesn't do that, be careful of what they say. Also, your particular campaign may require different skill choices; if you tend to play in the mountains, Climb is a lot more important than if you're in an urban setting. However, the advice is pretty sound to make sure that you don't waste points on things that you don't need or aren't going to use.
Feats come next. As you can imagine for a warrior, this is one of the most important chapters here. There is a lot of mathematical analysis here, so be prepared. First is looking at feats that aren't as great as they sound; these provide a benefit once, or aren't very sound tactically, or don't help you kill enemies. Then they look at the big feat trees: Combat Expertise, Dodge, Improved Unarmed Strike, Mounted Combat, Point Blank Shot, and Power Attack. They carefully explain how and why each is useful, then look at appropriate class and archetype combinations and what feats they should pick at what level (this assumes a non-human that doesn't get an extra level 1 feat, so take that into consideration). They have some peculiar ideas, such as a heavy infantry fighter choosing spiked chain with one of their feats, but it might work (check out a recent Order of the Stick cartoon detailing the benefits and-literal-pitfalls of this weapon with other feats). I really found the analysis of Power Attack very interesting- your strategies with this feat might be seriously challenged (and improved) after you see this.
Next is equipment. The book categorizes weapons by damage die and threat range, then gives advice on what weapon is appropriate based on damage potential. Again, there is analysis of average damage using escalating BAB vs. escalating AC. This might be the least useful of the chapters, though it might make you look twice at some weapons like the scimitar and kukri. It also does an analysis of armor with different shield options and effects of Dexterity bonus.
Finally, we come to the chapter on Combat. First, a look at territory and how to fight according to environment (halls, intersections, rooms, trapped areas). Then comes how to qualify enemies and their threat levels. Different strategies are given for different kinds of enemies, with a specific example from each group given with specific strategies. Lastly is discussion of action planning, detailing different strategies to employ and how. Such ideas as timing in initiative, fighting defensively, avoiding attacks of opportunity, and the special attack options (trip, sunder, overrun, charge, aid another, bull rush, disarm, and feint) get good tactical treatment. A warning: the book assumes you are making extensive use of grids to detail combat. If you aren't, the diagrams may not be as useful to you. The ideas are still the same.
So, who should buy this book? Beginners for one. If you're just starting out, the book gives a lot of ideas that you'll find useful. It can be a little overwhelming, so be sure to have some idea in your head of what kind of warrior you want.
Another audience is people tired of the same old fighter and looking for new ideas. After reading this book, I saw feats such as Improved Trip and Disarm and Spring Attack in a new light. Sometimes you need to build a character around such concepts, so trying this mid character might not work so well. But it's well worth the look.
Of course, as the title shows (and I say this with no animus or anger), this book is ideal for the munchkins and min/maxers among us. You'll learn helpful choices for hitting the most often and doing the most damage without resorting to extra rules that your DM may not approve in his game. You'll make a pretty effective character that can deal out big numbers of hp loss to your enemies. Most importantly, this isn't based on someone's opinion; the math of the game supports it all.
Final Rating:
Style- 4. The book is informative, but it's not didactic. The writers' tone is definitely funny, which makes what really is a serious analysis of mathematic reality much more palatable. One thing I didn't like in the layout, though, was the (I assume) black-and-white blood splattered background. It made some parts unnecessarily hard to read.
Substance- 4. I would have scored it a five if all the information in here was truly effective and useful to everyone. Veterans, however, will likely skip a number of chapters, and newbies may get a little inundated with all the math. However, if you carefully look at what's in here, you'll see carefully reasoned and numerically supported arguments for some very diverse character options. They can all be fun to play, it's just a matter of what you like in a killing machine.