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<blockquote data-quote="Arkhandus" data-source="post: 3662398" data-attributes="member: 13966"><p>Not going to bother here. As I said, more a matter of mitigating any broken combos than anything else; best to just ban one problematic piece of the puzzle so that said combos will never arise.</p><p></p><p>Anyway, there is something I forgot to mention, that KM did. The Warblade class, from Tome of Battle: Book of Nine Swords. It's mildly or moderately broken, pretty much because it gets martial maneuvers/stances along with its other class features (which, by themselves, would leave it a bit weak). Warblades won't always outshine other classes, unlike Frenzied Berserkers or the like, but they are incredibly tough (again, not so insanely as FB's though) and fairly hard-hitting. So unless the other party members are powergaming and the Warblade player isn't so much, it will be broken in a normal party.</p><p></p><p></p><p>Also, a side-note: If allowing material from the Tome of Battle: Book of Nine Swords, don't allow any magic or psionic items that boost skills, except for the ones that are specifically named and statted out in the DMG (Ring of Jumping: probably OK. Customized magic ring of +10 Concentration? Very broken with ToB:Bo9S).</p><p></p><p>Reason is that a few skills get some wierd, very effective uses in the Tome of Battle for martial adepts who learn the right maneuvers, and the effects of certain maneuvers are directly proportional to the results of a skill check; a Swordsage or Warblade using Greater Insightful Strike isn't so bad, but if they get their grubby little hands on a magic item that jacks up their Concentration skill by +10 or +20, for instance, they'll be doing much more damage with Greater Insightful Strike (and getting much higher saving throws when using Moment of Perfect Mind, Action Before Thought, etc.).</p><p></p><p>The main skills I can think of that present this problem are Concentration and Jump (and the latter is less significant; I think there's only one maneuver that has its damage output or something based on a Jump check, while other maneuvers are just helped out, but not broken, when used with a +Jump item).</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3662398, member: 13966"] Not going to bother here. As I said, more a matter of mitigating any broken combos than anything else; best to just ban one problematic piece of the puzzle so that said combos will never arise. Anyway, there is something I forgot to mention, that KM did. The Warblade class, from Tome of Battle: Book of Nine Swords. It's mildly or moderately broken, pretty much because it gets martial maneuvers/stances along with its other class features (which, by themselves, would leave it a bit weak). Warblades won't always outshine other classes, unlike Frenzied Berserkers or the like, but they are incredibly tough (again, not so insanely as FB's though) and fairly hard-hitting. So unless the other party members are powergaming and the Warblade player isn't so much, it will be broken in a normal party. Also, a side-note: If allowing material from the Tome of Battle: Book of Nine Swords, don't allow any magic or psionic items that boost skills, except for the ones that are specifically named and statted out in the DMG (Ring of Jumping: probably OK. Customized magic ring of +10 Concentration? Very broken with ToB:Bo9S). Reason is that a few skills get some wierd, very effective uses in the Tome of Battle for martial adepts who learn the right maneuvers, and the effects of certain maneuvers are directly proportional to the results of a skill check; a Swordsage or Warblade using Greater Insightful Strike isn't so bad, but if they get their grubby little hands on a magic item that jacks up their Concentration skill by +10 or +20, for instance, they'll be doing much more damage with Greater Insightful Strike (and getting much higher saving throws when using Moment of Perfect Mind, Action Before Thought, etc.). The main skills I can think of that present this problem are Concentration and Jump (and the latter is less significant; I think there's only one maneuver that has its damage output or something based on a Jump check, while other maneuvers are just helped out, but not broken, when used with a +Jump item). [/QUOTE]
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