Samurai Class?


3.5/d20/OGL


I found this samurai class online http://www.d20ragon.com/frank/class/samurai.htm (Well I can't link it because I'm lame.) I like it, but I think it may be a little over the top. What do ya'll think of it? I've been looking for a good samurai class if anyone knows of one. I was very disappointed with the Compelete Warrior samurai.

Fizz

The Exchange

besides the fact that the base attack bonus is broken, which i'm sure you noticed. It seems like the special abilities that he gains are much too powerful like the ability terrible blows that allows him to bypass all DR, thats too powerful, especially at sixth level. one last thing, if the samurai has to obey a lord then how could he be any other alignment than lawful.

does the skill: Knowledge (all skills individually) mean that he has all of the knowledges?

The Exchange

Fizzban wrote:

I found this samurai class online THE NEW AND IMPROVED LINK. I like it, but I think it may be a little over the top. What do ya'll think of it? I've been looking for a good samurai class if anyone knows of one. I was very disappointed with the Compelete Warrior samurai.

Fizz

Fixed. You are welcome.

FH


Dood, that class is whacked out. Try the Sammy from OA. Full BAB, lawful, forget saves, but I think as fighter. Gets free MW daisho @ 1st level, and then bonus feats every 4 levels (IIRC?). 4 skillpoints, martial, light, medium armor, no shields. Tired of base classes trying to give a kewl feature every level.

The Exchange

Also that class is the definition of broken. The ancestral weapon abilities (ignoring magic bestowed AC, ignoring ALL AC, etc.) and the ability to auto-confirm your level divided by 2 +2 times a day is insane! With a full BAB! At 10th level I could auto-crit 7 times a day! That is crazy!
My suggestion is look at Tomb of Battle and take a Warblade, limit them to a stance that fits with your ideal on what a Samurai entails (Stone dragon?) and add some fluff to make up for the lack of variety. Maybe they can use manuevers 2 times per encounter each or something before they need to refocus. You could give them a custom list of manuevers.

FH


Kosivo0121 wrote:

besides the fact that the base attack bonus is broken, which i'm sure you noticed. It seems like the special abilities that he gains are much too powerful like the ability terrible blows that allows him to bypass all DR, thats too powerful, especially at sixth level. one last thing, if the samurai has to obey a lord then how could he be any other alignment than lawful.

does the skill: Knowledge (all skills individually) mean that he has all of the knowledges?

Yeah alot of it seemed way over the top, but I liked what he was trying to go for. I think alot of tuning down is needed to make it playable. I don't have the OA book. I always heard it wasn't worth it. I might have to give it a look.

Thanks FH for the use of your linking abilities

Fizz


IMO, OA was one of the best 3.0 sourcebooks. I just liked pulling stuff out of it and watching my players go "WHAAA?!??!!?"


Kosivo0121 wrote:
if the samurai has to obey a lord then how could he be any other alignment than lawful.

The fix that by allowing him to be a "Ronin". To me it looks like a cheesy way to get all the super powered Samurai feats/ablities without havin to actually be loyal to a lord. Its crap. Only super munchkins should want to play this version of this class. As far as I know traditionally speaking being a Ronin was nothing to be proud of. It usually ment your lord died and you weren't able (good enough) to find a new one. After a while it became more and more of a disgrace to you and your family. It was nothing you chose to be because you thought you were to cool to serve. If you thought that you usually weren't cool enough to be trained by the masters.

Liberty's Edge

Fake Healer wrote:
My suggestion is look at Tomb of Battle....

Did the deceased worship St. Cuthbert, Mars, Thor, ...? Or was this more of a metaphoric and pacific reference, "The surprisingly unconfrontational garden party marked the death of conflict, the tomb of battle"?

(What goes around ... well, you know.)

8-)


Oriental Adventures, despite being 3.0, is still full of very good information and ideas, not to mention the oriental dragons and oni. Good for ideas, a lot of the stuff in there has been converted to 3.5 in other books (the wu-jen and shugenja in Complete Divine and Complete Arcane, for example), but I always felt OA was "Rokugan Lite." I think OA would have been a much stronger book if the Legend of the Five Rings stuff wasn't in there (I enjoyed the stuff, but compared to the Rokugan d20 book they did put out, I felt somewhat cheated).


Fake Healer wrote:
Fizzban wrote:

I found this samurai class online THE NEW AND IMPROVED LINK. I like it, but I think it may be a little over the top. What do ya'll think of it? I've been looking for a good samurai class if anyone knows of one. I was very disappointed with the Compelete Warrior samurai.

Fizz

Fixed. You are welcome.

FH

I like this particular Samurai however I have always thought that there needed to be more hand to hand stuff involved with that class


OMG... I don't even know where to start...

Multiple auto crits per day? Non-slashing vorpal weapons? Ignore damage reduction/hardness? Ignore AC bonuses from armor/natural armor/magic? Just to name a few of it's TWENTY-TWO class features!

This is simply the bastard love child of a power-gamer and someone who wishes that he might know something about samurai.

The OA samurai is fine. imo...

I mean... Automatic critical attacks of opprotunity through a wall of force with a vorpal/ghost touch mace? Yeah... I'm sure. Oh, and don't forget the ability to walk into a town and instantly kill anyone you see, suck their soul, gain another auto crit, kill another, repeat, repeat, repeat...

-Kurocyn


Fizzban wrote:
I've been looking for a good samurai class if anyone knows of one.

A "samurai" is nothing but an upper-class, Japanese Fighter.

Take the core Fighter class, and every third or fourth level multiclass him Aristocrat or Expert for a few extra Skill Points and a Will Save bump.

There ... instant Core-Rules Samurai. Now the question is simply one of Feats.

Weapon Focus (longbow "daikyu")
Weapon Focus (spear "yari" or glaive "naginata")
Weapon Focus (bastard sword "katana")

A 1st-level human Fighter can take all of those. Non-humans should take them in that order, and yes, "katana" is last on the list because samurai studied Kyu-Ba-no-Michi "The Way of Horse and Bow". Also, the spear has reach over a sword. The katana on the battlefield was a back-up weapon once your spear was broken.

From there you can Specialize with one or more of your weapons, become a ranged or close-combat expert, or whatever. Early samurai were definitely mounted-archers, later ones spear-men, and during the Edo/Tokugawa-era the whole "wandering swordsman" model came into vogue.

I'd suggest samurai also consider Weapon Finesse as well as Dexterity and Intelligence (or Wisdom) as primary Abilities. If you really want to get funky, define the cultural model as teaching Dex-based combat. Anyone growing up in a samurai culture gets (at least one) Weapon Finesse for free and bases their damage bonus on Dex. or Intel. (can't recall Feat names for this). If you've studied Kenjutsu or even judo/aikido, whatever you'll understand why.

That should really throw western PCs for a loop when they pick up a katana and wonder why simply bashing with it doesn't work as well as with their broadsword (it's designed to slice and that takes skill and Dexterity to control).

I think Samurai works better as a cultural/social character concept and background than a Class. Just be a Fighter and adust your Feats and Skills to suit your career path ... just like any other Fighter.

FWIW,

Rez

Dark Archive RPG Superstar 2013 Top 32

Just read it. It's senselessly overpowered. Period. Even for a high level ability, automatic criticals on attacks of opportunity?!? That's just madness. Here's the stuff I DON'T think is ridiculous:

  • The Vorpal quality being granted to his weapons, though I think it should wait a couple more levels. Getting it at 14 is just a little early. 17 would be more appropriate.

That's it. Everything else is either unfaithful to the concept (Whirlwind Attack, Parrying Magic, etc.) or grossly overpowered (ghost touch weapons at 1st level?!?).


Rezdave wrote:


A "samurai" is nothing but an upper-class, Japanese Fighter.

Take the core Fighter class, and every third or fourth level multiclass him Aristocrat or Expert for a few extra Skill Points and a Will Save bump.

There ... instant Core-Rules Samurai. Now the question is simply one of Feats.

This is the fighters dirty little secret. Really it can be any martial class - especially if your using a lot of splat books and the PHB2 as know you have access to enough feats to build almost any class desired. As a side bonus its basically a balanced class.

Liberty's Edge

I think I'll limit my comments to just saying that there's nothing particularly special about the material or usage of the Katana and that the West had martial arts schools every bit as well-developed as those in Japan. We know less about the western schools because they were largely obsoleted by firearms in the 17th-18th centuries, while the Japanese schools were still running at the time of the Meiji Restoration.

BTW, "... simply bashing with it ..." is no more likely to be a useful tactic when using a Greatsword than when using a Katana.


I'm going to try to make a Samurai class by using stealing and mixing from the samurai, fighter, paladin, and if I can get my hands on them i'll take a look at OA and The Quintessential Samurai. I hope it works out right.

Fizz

Liberty's Edge

Do you have Book of Nine Swords? There's some off the wall "walking on bamboo top" stuff, but there's also some stuff that looks workable.

Dark Archive RPG Superstar 2013 Top 32

If you really want to make a psuedo-mystical samurai, I would use monk as the base class and make the following alterations:

  • Remove all the supernatural and spell-like abilities (abundant step, Wholeness of Body, all that junk).
  • Keep the Wisdom bonus to AC and the class AC bonus, but also keep the restriction that these cannot be used if the 'samurai' wears armor of any kind.
  • Limit the speed bonuses that the class receives to max out at +30 feet.
  • Change a few skills around. Samurai should not have Hide and Move Silently, for example, but should probably have Diplomacy and Intimidate.
  • Allow the flurry of blows, magic, lawful, and adamantine strike abilities to apply to the character's daisho.
  • Provide fighter bonus feats to fill in a few of the 'blanks.'

You end up with something that's more like Kenshin than traditional samurai since it can't wear armor, but at least (at first glance anyway) is seems functional without being overpowered.


Doug Sundseth wrote:

I think I'll limit my comments to just saying that there's nothing particularly special about the material or usage of the Katana and that the West had martial arts schools every bit as well-developed as those in Japan. We know less about the western schools because they were largely obsoleted by firearms in the 17th-18th centuries, while the Japanese schools were still running at the time of the Meiji Restoration.

BTW, "... simply bashing with it ..." is no more likely to be a useful tactic when using a Greatsword than when using a Katana.

Very true. I don't want a super samurai. I just want more of a fedual japan style warrior, with a few different technics. Hopefully OA or Quintessential Samurai will have more the feel I want.

Fizz

Oddly anough I wached something on the history channel that claimed the rapier was one of the deadlest sword ever used. I don't know how true that is or if it could ever really be proven, but I think anything sharp or heavy enough to kill me is deadly. I don't want to be clubed in the head with a rock any more than ran threw with a sword.


Fatespinner wrote:

If you really want to make a psuedo-mystical samurai, I would use monk as the base class and make the following alterations:

  • Remove all the supernatural and spell-like abilities (abundant step, Wholeness of Body, all that junk).
  • Keep the Wisdom bonus to AC and the class AC bonus, but also keep the restriction that these cannot be used if the 'samurai' wears armor of any kind.
  • Limit the speed bonuses that the class receives to max out at +30 feet.
  • Change a few skills around. Samurai should not have Hide and Move Silently, for example, but should probably have Diplomacy and Intimidate.
  • Allow the flurry of blows, magic, lawful, and adamantine strike abilities to apply to the character's daisho.
  • Provide fighter bonus feats to fill in a few of the 'blanks.'

You end up with something that's more like Kenshin than traditional samurai since it can't wear armor, but at least (at first glance anyway) is seems functional without being overpowered.

I think FS may have hit it on the head. I thought about the monk and their abilites, but wasn't sure. I'm not sure which way I'm heading with this but the ball is rolling.

Fizz


Jeremy Mac Donald wrote:
Rezdave wrote:


A "samurai" is nothing but an upper-class, Japanese Fighter.
SNIP
There ... instant Core-Rules Samurai. Now the question is simply one of Feats.
This is the fighters dirty little secret. Really it can be any martial class

I've always believed this, and House Ruled all Prestige and non-Core classes out of my game. Actually, I eliminated some core ones as well.

Then I increase the flexibility of Feats, let Rogues trade Sneak Attack or (for other classes) Special Abilities for balanced ones they find elsewhere.

Suddenly every core Class is a Player-customized Prestige Class or Specialty class that I know is guaranteed to be balanced to my game because I approved everything along the way. Also, it's flexible as the PC advances and develops over time, rather than being stuck to a specific model.

Oh, and I got rid of Monks. The Kung-Fu fighting Shaolin monk archetype is simply a Fighter with Improved Unarmed Combat and other such Feats taken every other level. There's another dirty little secret for you.

I hate the D&D monk ... always have since 1st Edition AD&D. Bards can KmA too ;-)

Rez

Liberty's Edge

Rezdave wrote:
Bards can KmA too ;-)

What are you, a Commoner? Bards can kick your ... oh wait, you meant "kiss".

8-)

I agree with your solution, but I don't think the current feat and skill-point budgets (even for fighters) allow for enough stuff. The equivalent class from Iron Heroes, though, looks like lots of fun.


Ender_rpm wrote:
IMO, OA was one of the best 3.0 sourcebooks. I just liked pulling stuff out of it and watching my players go "WHAAA?!??!!?"

Various opinions pro and con about the OA book.


Doug Sundseth wrote:
I think I'll limit my comments to just saying that there's nothing particularly special about the material or usage of the Katana and that the West had martial arts schools every bit as well-developed as those in Japan.

Not denying that. That's the reason the game has Weapon Finesse. It's just we're talking about Japanese-inspired samurai here and not a French or Italian duelist.

No offense meant against the excellent western martial traditions. It's just D&D still has its mechanics growing from old brute-force Hack-n-Slash roots.

However, from my own experience in Japanese martial arts we are always taught from day one to not use strength, and attempting to power a katana through tatami during tameshigiri will simply get you a stuck and eventually a broken blade. D&D uses Strength bonuses for Attack and Damage by default, so the comparison was actually to RAW mechanics rather than authentic European fighting arts and traditions.

Sorry for any misunderstanding.

Rez


Doug Sundseth wrote:
I agree with your solution, but I don't think the current feat and skill-point budgets (even for fighters) allow for enough stuff.

If you're like me and stick to flexible Core classes, a multi-classes level or Expert every so often does wonders for Skill Points ... particularly if you HR that Expert skills remain classed when advancing in non-Expert levels (in my game you must maintain a 3:1 level ratio for this benefit).

Rez

Liberty's Edge

Rezdave wrote:
Not denying that. That's the reason the game has Weapon Finesse. It's just we're talking about Japanese-inspired samurai here and not a French or Italian duelist.

Sorry to overreact. Samurai fanboyism is a pervasive problem and I tend to have my triggers set a little light when discussing them. Assume that I meant that comment for all those people that don't understand. 8-)

Liberty's Edge

Rezdave wrote:
If you're like me and stick to flexible Core classes, a multi-classes level or Expert every so often does wonders for Skill Points ... particularly if you HR that Expert skills remain classed when advancing in non-Expert levels (in my game you must maintain a 3:1 level ratio for this benefit).

That would certainly help loosen things up a bit. Since I'm at least considering giving the equivalent of Able Learner to all PCs, I don't think it's overpowered.


Doug Sundseth wrote:
Sorry to overreact. Samurai fanboyism is a pervasive problem

No worries ... I know the feeling and sympathize with your perspective. I'm more than a casual student of Japanese history and culture, and most of the "samurai" stuff I see out there really grates on my nerves as well.

BACK ON TOPIC

Regarding the OP ...

I suggest you look at Japanese history and decide if you want Samurai as a Class to be open and flexible like Fighter (or simply be a Fighter), rigidly defined like most variant Classes or somewhere in between with some specifics and some choices (like Ranger's Combat Style options).

If you lean towards a more rigidly defined structure, look at the evolution of the samurai caste through Japanese history and/or pop-culture, then pick a specific model to work with. This more than anything else will define your choice of Feats and Special Abilities.

Note that all the "samurai" in The Seven Samurai would be built using very different Feat and SA selections and would not all fit the same Class model unless you went with a very flexible set of options (my personal preference & advice).

FWIW,

Rez


If you want a class that is called Samurai, I second (thrid? fourth?) the version from Oriental Adventures as a great option.

The other option is to simply play a fighter and roleplay him as a samurai. This is actually the strength of the fighter. You can build basically whatever melee combatant you want with him.

Likewise, take a look at the calsses out of the Tome of Battle. You can easily change the flavour of any of them to match what yo uwant form your Samurai.

A third option would be Paladin, and again, change the flavour to be more Samurai.

Really, there are many options if you don't limit yourself to the "official" falvour of the various classes. You could even play a rogue that traded Sneak Attack for Fighter feats (ala Unearthed Arcana), and call him a Samurai.


Hi all. The website linked in the first post is my own, although I wasn't the one who made the class (it was put up there with my permission, however). I think a little bit of explination is in order...

First, is this samurai powerful? Hell yes, it's an extremely powerful class. Is it overpowered? Compared to the "normal" samurai, of course. But no matter how you slice it, the normal samurai sucks - he can't hold up against opponents of an equal CR.

You'll find that all of the classes in Frank and K's SRD are much more powerful than others. Even the feats and whatnot are more powerful. The classes were designed to be used in a game where clerics are using divine metamagic, wizards are laying down amazing save or dies, and all sorts of crazy effects are going on. In short, they're for a game where the DM is NOT houseruling out a lot of stuff, and casters are played to full potential. You may not play in this way, but the author does. This hardly makes it "the definition of broken", it just means that the classes are designed around a different balance point. I don't expect 99% of gamers to use that balance point, personally. But there's NOTHING wrong with the 1% of us who do.

Now, to address specific comments...

. wrote:
besides the fact that the base attack bonus is broken

All classes by this author have their BAB like this. This is so that the low BAB attacks aren't being made at -15 to hit, and are more useful.

. wrote:
The OA samurai is fine. imo...

The OA samurai CANNOT properly compare to monsters of its CR. It's literally PROVABLY underpowered. Not to mention the OA samurai has so many dead levels, it's an empty, boring class. At the very least, they need some unique abilities to fill out the giant gaps. But be warned if you use it as is, it simply won't compare to some classes played to their full potential without houserules, and won't be able to compete according to how the CR system says it should.

For those of you curious to see more of the author's work, there's the rest of my website HERE that contains all the "crunchy" bits. Theres a TON of good flavor bits that can be found on the four pinned threads here, or In this SRD.

And before anyone says anything about him not making proper feats or classes for the non-warrior types, that's simply because he hasn't gotten to them yet. His next release, Book of Gears, scheduled soon, will be all about magical items, skills, artificers, and more.

Edit: This thread also has a bunch of sample characters made with the rules.


Ah, it's Frank's samurai class. I've mentioned this fellow before in my blog.

This samurai prestige class is most definitely overpowered, by normal D&D standards - its author is aware of this. Frank's design philosophy is that a level is worthless if it grants no class ability, and that a single character of any class should be able to hold his own against a creature of a challenge rating equal to the character's level.

Objectively, this character class really is quite powerful, compared even to the strongest regular character classes. At level 3 he gains the ability to automatically declare successful hit to be a critical, several times per day (and at level 17 he gains an extra use that day for each opponent he drops). Level 4, he gets whirlwind attack without any prerequisites. Level 5, he gets commune once per day. Level 6, he ignores all damage reduction. Level 10, he can cut through any wall, even a wall of force. At level 11 he can spend all his attacks of opportunity on one person who provokes them. At level 16 he can spend an AoO to reflect back any spell at its caster, and at level 19 his AoOs automatically always crit.

By level 20 his weapon is effectively a +5 ghost touch vorpal sword which ignores armour, natural armour, cover and magical bonuses to AC, bypasses all damage reduction and hardness, and automatically reflects magic. He can declare twelve attacks per day to be critical hits after they hit, one more for every opponent he fells, and he automatically gets free crits on Attacks of Opportunity, which he can make his full complement of on a single target each round.

So yeah, it's a little more powerful than the standard melee classes...


Gee, JD, thanks. It's not like people can't just read the class. ;)

Although one little nitpick. You said that he gets "whirlwind without requirements" - in Frank's rules, whirlwind is a feat that has absolutely no requirements (and is also heavily modified). In this way, it's no different than a pre-selected fighter bonus feat.


Fizzban wrote:
I like it, but I think it may be a little over the top. What do ya'll think of it?

It's vastly overpowered for standard D&D. If you want a good Samurai, there are a number of ways to achieve it:

Use the Oriental Adventures Samurai.

Modify the Knight from PHBII to use the Samurai code rather than the Knight's code.

Use a Fighter.

I believe Green Ronin did a 'Noble' class. If you multiclass that with Fighter, you get an even better Samurai than just a straight Fighter. (Or, use Aristocrat. You might try to persuade your DM to give you an 'extra' level because the Ari is an NPC class.)

Use the Bo9S Warblade.

Use a Paladin/Monk. It worked for one 'Samurai' of note...


Delericho wrote:
Use a Paladin/Monk. It worked for one 'Samurai' of note...

Missed the reference ... who?


Miko, from Order of the Stick. :)

Beyond that, I agree with what has been said on this thread before; go with a Fighter, possibly mix it up with some Aristocrat or Expert, and you have yourself a Samurai.


I've started stripping down and rebuilding a monk swordsman. However, while doing this I have came to the assumtion IMO the monk may be over powered. I've taken away half the monk abilites and i still think I could play the monk with no problem. Oh well that can be a different thread. I've taken some of FS's ideas. Flurry of Blows with their ancestral weapon, Wis AC, uped the BAB, dropped the saves, halfed the movement bonuses, cut most of the body stuff, changed the spell resistance around, let ki strike aply to their ancestral weapon, etc. I'll post the class when I'm done, but works getting in my way now...Damn you money!!!

Fizz

Liberty's Edge

Personally, I like the OA Samurai ... but I actually like the Rokugan variant better. It has an XP twist to ancestral swords, and feats and techniques specific to each of the clans.

I'd go with Oriental Adventures' Samurai, unless you can get your hands on the Rokugan Campaign Setting Core Rulebook from AEG.


Fizzban wrote:
Oddly anough I wached something on the history channel that claimed the rapier was one of the deadlest sword ever used. I don't know how true that is or if it could ever really be proven, but I think anything sharp or heavy enough to kill me is deadly. I don't want to be clubed in the head with a rock any more than ran threw with a sword.

Once firearms made armor more or less obsolete, HC is on the money, or so my doctor friends tell me-- they claim that deep puncture wounds are almost always more serious than slashing-type wounds. Dunno why that would be, unless the punctures tend to threaten internal organs, whereas slashes just cause a lot of surface trauma and blood loss?


There is a pretty good essay comparing katanas and rapiers on the ARMA website (I don't have the link).

But I think in part it is the rapiers speed and the effect of multiple hits, as well as the puncture vs slashing wound factor.

Another factor to remember is that while katanas have a pretty high romance factor associated with them, are extraordinary weapons, and while there were most assuredly masters, most samurai were not particularly skilled with them - nor were they in most cases the weapon of choice on the battle field (That honor fell to bows and spears). While the skill of samurai has been greatly extolled - the skill of european style fencers has been portrayed as almost foppish. The history however shows that the art and science of rapier fencing was highly developed - and that the general level of experience in was actually pretty high in many circles. Skill (and the frequency of it) as well as the weapon itself (which is awesome) make rapiers dangerous.


Kirth Gersen wrote:
Fizzban wrote:

Oddly anough I wached something on the history channel that claimed the rapier was one of the deadlest sword ever used.

SNIP
I don't want to be clubed in the head with a rock any more than ran threw with a sword.
so my doctor friends tell me ... deep puncture wounds are almost always more serious than slashing-type wounds. [T]he punctures tend to threaten internal organs, whereas slashes just cause a lot of surface trauma and blood loss?

FWIW, I've seen battlefield casualty reports from medieval Japan that prove more combattants were killed by rocks & stones than any other single weapon type.

As for rapiers, the ability to pierce organs is precisely the reason they are so deadly. In fact, blunt-trauma weapons are generally more lethal than slashing ones (see above).

Kyr wrote:
the rapiers speed and the effect of multiple hits, as well as the puncture vs slashing wound factor.

There was a famous duel (in France IIRC) where the weapons used were rapier and shield. One contender was a renowned fencer while the other had modest skill. So in the weeks before the duel he trained exclusively in defense against the thrust.

When the duel happened, the better fencer went for thrusts and the weaker fencer played defense. The stronger fencer didn't defend himself as much against the slices, and the weaker fencer got in little cuts wherever he could. Ultimately, he got in two good ones including a nice slash inside the better fencer's thigh.

Blood-loss, the weight of the shields and the length of the duel eventually took their toll and the weaker fencer was able to win.

Kyr wrote:
While the skill of samurai has been greatly extolled - the skill of european style fencers has been portrayed as almost foppish. The history however shows that the art and science of rapier fencing was highly developed - and that the general level of experience in was actually pretty high in many circles.

European sword arts were highly developed, and unlike Asian styles had the advantage of a much more realistic artist tradition of illustration when rendering pictures of techniques. I've seen renaissance fencing manual and they are indeed well-illustrated.

When Japanese swordsmen began traveling through Europe and giving exhibitions or when Europeans fought samurai on their home turf, almost invariably the katana beat the rapier. The Europeans were astounded and befuddled by the techniques of kenjutsu.

In a few years, however, European masters deconstructed the Japanese fighting style and learned to counter it. Thereafter, duels were evenly matched.

Extol the samurai and katana all you want over European fencing, but most of their advantage was novelty, not skill. Actually, Japanese sword arts have a tradition of "mystical secret techniques" which really are just dirty tricks your opponent doesn't know and are closely guarded for that reason.

Finally, there was a famous battle of rapiers against the naval saber (somewhat like a katana). The pirate Edward "Blackbeard" Teach was famous for arming his men with heavy and lethal sabers. Lt. Robert Maynard, hunting him, armed his men with rapiers, knowing they were outmatched. In hand-to-hand fighting the marines suffered heavy initial losses, but as the battle wore on the pirates tired and became easy pickings for the faster and lighter rapiers. Maynard hung Teach's head from his bowsprit.

FWIW,

Rez


Historically, combat was an arms race of weapons and defences against those weapons. This was true until crossbows and guns made heavy armour and training largely ineffective, making knights useless on the battlefield compared to a band of peasants or mercenaries. I imagine that the move to light armours, which were much more affordable (heavy armour was now expensive and unnecessary), made rapiers more useful.

I think katanas are still reasonably heavy, compared to a rapier - you couldn't, for example, wield a katana effectively in each hand, since it's a slashing kind of weapon. Rapiers were quicker and more versatile.

Still, samurais and katanas are pretty cool. If anime is correct, samurai could jump twenty feet in the air, could cut someone such that they would appear fine for several seconds until their head fell off, and regularly used such techniques as blocking sword attacks with their wooden sandals.


Jonathan Drain wrote:

Historically, combat was an arms race of weapons and defences against those weapons. This was true until crossbows and guns made heavy armour and training largely ineffective

SNIP
you couldn't, for example, wield a katana effectively in each hand, since it's a slashing kind of weapon. Rapiers were quicker and more versatile.

Ironically, since about WW I the weapons vs. armor race has returned and expanded. Bunker-busting bombs, flak jackets, "cop-killer" armor-piercing rounds, tanks, panzerschreks, HEAT ammo, reactive ablating armor.

Niten Ichi-ryu teaches two-handed katana and katana/wakizashi techniques supposedly developed by Miyamoto Musashi himself. Of course we all saw Tom Cruise fight two-handed in The Last Samurai.

Realistically, I think it's more a matter of weight and control than a slashing design that makes the katana a two-handed weapon. Sabres, cutlasses and scimitars of all types are one-handed slashing weapons.

Rez


True, but IIRC the niten school you are referrring to used the wakazashi as a defensive weapon, much like the main gauche style in europeanfencing. In fact, there is speculation that it was this western style, brought to japan by the portugese, that inspired musashi to develop it.

Back to the topic of katanas. I just leave it that the katana is a MW bastard sword and move on, cuz thats all it was. As was already pointed out, most samaurai used thier swords as a back up weapon, or for duels with other sammies, relying first on the bow and spear in combat. What does this have to do with DnD? Not a damn thing, but its nice to know :)

Now to the posted/pasted class- While I understand the idea that a character should be able to take on a CR equivalent critter, its not the way DnD works. It should take 4 level 5 guys to take out a CR5 critter, and it should use up roughly 20% of the parties resources. Thats HP, spell, and other consumables. The class as written, is indeed broken and overpowered in relation to the core game. But if thats the game your friend wants to run, then have fun. One of the cooler features of the OA sammie was the Iajutsu focus skill and use. Opposing rolls for duels, which I stole for later use in my campaign. It will allow a sammie to take out another sammie in a SINGLE sword strike, which is cool, yeah? :)

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