The Saving Throw
Dungeons and Dragons, 4th Edition ~ Martial Power 06.26.2009
Saving Throw's review of the Martial Power

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Martial Power
published by Wizards of the Coast reviewed by Martin Drury
160 pages, 2008, $29.95
Content 4
Organization 4.5
Consistency 4
Intelligibility 4
Review Scoring

   Ask any player what they want most for their martial character, and right after more powerful weapons and armor, more power options is likely to be listed. For those players Martial Power is a boon.

Martial Power contains additional character builds, features, powers and paragon paths for four classes: Fighter, Ranger, Rogue, and Warlord; as well as new feats and epic destinies. Each class is equally featured, and the new builds and features complement each other nicely. The additional powers are designed to add more flavor to the character types, and are balanced well to not make the classes suddenly super powered. Interspersed with the new powers are sidebars to help players not only play their martial characters well in combat, but also tips for roleplaying them outside of combat and small examples of how certain characters might face their role in the party.

The new paragon paths further help players play their characters to a archetype or style they envisioned when first creating the character. Combined with the new Epic Destinies, players who take a character through a long campaign will have many more ways to round out the character's personality and fighting style.

The new feats are roughly split even between the four classes. The feats, like paths and powers, add more flavor to martial characters, but some of the feats standout, glaringly, as feats that should have been included in the Player's Handbook. Still, there is enough variety to make up for these "basic" feats.

That variety is enough to make Martial Power worth the price for most players, although the more frugal minded may find buying the book as a group more appealing.

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