starwed said:
Heh. You'd better explain why that's silly, since it's fundamental to the way the system is balanced.
Sure, although I'm not sure I understand how it's fundamental. To my mind, maneuvers differ from spells in that low-level maneuvers can remain relatively useful even for much more experienced characters, because maneuvers enhance attacks (and attacks continue to improve more or less proportionately to a character's level). I'm really troubled by a character's having more than one or two of his highest-level maneuvers readied, because it means he might be able to use two or three very powerful maneuvers in consecutive rounds. (Consider, say, a strike of perfect clarity followed by time stands still.) I really don't see how the warblade needs to be able to do this, at all, especially since the warblade's combat abilities
without the aid of his maneuvers are pretty respectable.
I call it "silly" because it doesn't have any analogue in the rules. Is there some sort of plausible, in-game justification why warblades should be able to switch out weaker maneuvers for stronger ones, but sorcerers need to trade low-level spells for other low-level spells? (I'd be happy to let warblades swap maneuvers for others they could get at the same level, though.)
Getting rid of this rule is another nice way of distinguishing swordsages from warblades. Because a swordsage learns a maneuver every level, he's better equipped to ready a variety of high-level maneuvers.
starwed said:
Your initator level is you level in the adept class, plus half of all your other levels. Under your rule, a Fighter 10/Warblade 10 would end up with quite a nice collection of high end maneuvers compared to the straight warblade.
I'd always liked the idea of mucking about with the system a bit more and getting rid of this rule. It doesn't seem necessary, exactly, and it seems to open up more possibilities for abuse.