Tome of Magic

FrostedMini1337

First Post
I have only browsed the book, and I was super excited. I didn't get a chance to look at much, but it seemed pretty solid, the book itself was nifty (not the regular white page gold border thing), and there seemed like there was lots of fluff. Maybe I was wrong. Maybe 3.5 D&D hasn't jumped the shark.

But then I read the only review and my hear sinks. Is this the general opinion of the book? Does anyone like it, and why?
 

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Vocenoctum

First Post
I'm currently playing a binder, and it's been fun. I think the Pact Magic section is great.

Truespeech has problems, based mostly on how they calculate the DC (15+double CR).

Shadow Magic I've not done much with, it's evocative, but the "1 per day" of each power makes me wonder about it's usefulness. A player is dabbling in it, so I'll see.
 

airwalkrr

Adventurer
I think the book is great. The only one I've looked very closely at is the truename magic section. And I wouldn't listen to the way some decry truename magic. These are probably the same people that say the bard is underpowered or that fighters don't have enough options. The only problem with the truenamer is that it is a balanced class. Some people expect splatbooks to have new options that allow more powerful characters than before. While I can agree at first glance the truename magic system seems a bit odd concerning the ways the DC to cast increases, there is a perfectly reasonable explanation for this, and it is the sole reason that truename magic is balanced. The only problem I can see is that a truenamer is practically forced to keep his truespeak skill maxed out. But this isn't a unique quirk of the truenamer. A rogue needs to keep Search and Disable Device maxed out if he wants to be any good at traps. A spellcaster needs to keep Concentration maxed out if he wants to have any hope of casting on the defensive. Maybe it isn't quite so crucial to these character types, but it is simply the nature of the game that if you want to be good at a skill, you need to keep it maxed out.

Anyway, I recommend it. It has been one of my better purchases and I am planning to play a truenamer for the Savage Tide Adventure Path from Dungeon.
 

wayne62682

First Post
I've looked at it but I dont own it.. my thought is that Truenamer and Shadowcaster are kinda weak, but I *love* the Binder. However, I think that ToM is one of those books like Incarnum or now Tome of Battle.. you have to integrate it into a campaign, you can't just drop it in or it feels "weird"
 

Jarrod

First Post
I don't mind the DC calculation at all.

First, it assumes you have access to skill boosting items - and if you don't, drop the DCs and remove the items from the game. The alternative is to assume that nobody has an item, and then if the items exist the entire system breaks down.

Personally, I'd remove the item and lower the DCs. But they were stuck with "it's a skill, you can get a booster item".

As for DCs vs CR - that's an easy way of keeping the difficulty constant as you increase in level. If it goes off saves or HD, then you have the problem that the 1:4 progression monsters become rapidly immune - consider the cleric trying to turn the massive-HD zombie. The main complaint is that CR is a game effect - but so are hit dice. Obviously an animal HD is worth "less" than a dragon HD - so make it worth less.
 

Remathilis

Legend
Someone in my game is considering a shadowcaster as the groups primary wizard (@9th level). What should I know before allowing/disallowing this?
 

Hussar

Legend
Considering that Shadowcasters are mostly indirect in their power, I would consider it about the same as allowing a bard. It makes the party as a whole stronger, but, he's certainly not going to steal that show. From what I see, SC's focus a lot on battlefield control rather than outright blasting.

Pay particular attention to the immobilized rules and incorporeal. They will likely both come up. :)
 

Moorcrys

Explorer
Remathilis said:
Someone in my game is considering a shadowcaster as the groups primary wizard (@9th level). What should I know before allowing/disallowing this?

There was a thread in the Rules section about the shadowcaster. Mouseferatu (Ari, the guy who came up with the shadowcaster) ended up suggesting a few tweaks that helps out the class a lot. It's worth taking a look if you have a chance -- it gives a boost but isn't overpowering IMHO.
 

Vocenoctum

First Post
wayne62682 said:
I've looked at it but I dont own it.. my thought is that Truenamer and Shadowcaster are kinda weak, but I *love* the Binder. However, I think that ToM is one of those books like Incarnum or now Tome of Battle.. you have to integrate it into a campaign, you can't just drop it in or it feels "weird"

Incarnum is a bit obvious, so I can see it, but Pact Magic IMO is actually better off not integrated too much. It preserves the neatness of the class if normal folks don't know what you're doing.
 

Hussar

Legend
I agree with Vocenoctum. All three classes are very easily portable into any campaign. Pact Binders are meant to be a secretive cult that no one's ever heard of. Shadowcasters are just another kind of wizard and truenamers are pretty much the same. Specialists in Power Word wizards.

Parachuting these particular classes into an ongoing campaign should be pretty simple.
 

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