Book of Nine Swords (a second look)

pawsplay

Hero
I was at the book store yesterday, and took a second look at this, and my perception is definitely different than the first look.

First of all, I've decided to discard my objection against the class flavor in a standard campaign. The classes are quite similar to the swashbuckler, monk, kensai, lasher, and so forth in feel, so unless they are specifically inappropriate (Dark Ages inspired campaign, no monks, for instance), I would say they are generally appropriate, if perhaps a candidate for being rare.

I still don't like their campaign options. To me, relating this material to Wee Jas, that is, to Greyhawk, rubs me the wrong way. I already have a picture in my head of what a templar of Wee Jas would be like, and it's not a paladin/crusader/whatever that prestige class was. That's a personal thing, and I don't think that's a negative of the book, just one area where it would have less value to me.

Swordsage - The concept is actually something D&D has needed for a while, encompassing the academy-trained fencer, the old school kenshi/kensai, a variant monk focused on martial arts rather than miracles, and a weapon-based monk like character. It's not for every campaign. Like the Psychic Warrior, it has medium BAB, and like the Psychic Warrior, can more than compensate. The swordsage has more access to stances that close the difference until all but high levels, at which point a swordsage's access to maneuvers is far more important than their BAB. Being a slightly skill-based, defensive character always puts you on a back foot in a standard D&D party, but that doesn't make the class weak.

Crusader - I was iffy about the concept, but I've actually warmed up to the idea of a zealous swordsman fighting like someone from a modern action film. It also covers the grim, loyal knight, who is not a paladin, without stealing from the paladin's thunder. The main objection I have is the random access to maneuvers, which is probably balanced, but represents a time stealer and a distraction during combat. I don't think most groups want to pause in the first few rounds of the Big Fight to chant, "No whammy!"

Warblade - This is the problem child. Now, let me say that I like the concept, which covers everything from D'Artagnan to a Jackie-Chan inspired spear fighter to "Invincible Sword Princess." The warblade comes out slightly on the strong side. Now compared to the other martial adepts, their maneuver access and such are a little weak, balancing them as a niche. But in absolute terms, they look strong comapred to the fighter and barbarian. They trade some defense for offense, and in a D&D party, offense tends to be strong. Thus, in constrast to the swordsage, they are showboats, although vulnerable in some aspects. They are also feat-starved compared to the fighter, making them more similar to a paladin, melee cleric, or a barbarian. I would not automatically choose a Warblade over a barbarian; barbarians do not have to worry about expected maneuvers and have a number of other advantages. A warblade's refresh is strong compared to the other adept's, but their maneuver selection is weak, and they could end up holding a bad card if they can't figure out a good way to fire off their last, usually useful, but currenly useless or even dangerous maneuver.

The poor fighter - The fighter recently got a boost with PHBII, now has to stand off against the martial adepts, particularly the warblade. First of all, the fighter still has a niche compared to the Warblade. The fighter's versatility is unmatched; there is no practical way for a warblade to an archer/swordsman on the same plane as a fighter. Heavy armor and tactical options are very strong with CW, PHBII, and CAd in play. Second, while the warblade can often outperform a fighter in raw damage, the fighter is more likely to be able to pull off an optimal attack. If, for instance, a melee combatant is immobilized, the figher is likely to be able to pull out a glaive or a longbow and do something interesting, whereas the warblade has to hope for either a good counter (like a Str boost to escape webs) or the right discipline (Balance is handy against grease). Third, with the B9S in play, a fighter who dips into maneuvers through feats or PrCs should be able to hold his own in a big way, and in fact, may be overpowered in a game that does not incorporate martial maneuvers in a big way. Refresh is not much of a concern; most fights only last so long, the fighter simply doesn't have to bother with invoking a refresh, and a fighter has a ton of feats that can be used over and over and over again. As a sideline, the fighter can compare in the maneuever department as well as a paladin can in the divine spellcasting departmnet.
 
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I think that is an excellent re-review of the book and I pretty much agree on all the points save a couple. You have really captured alot of what I feel about book very clearly and eloquently.

The Swordsage tends to suffer like the monk in that, for all its flashy moves, unless you use some cheese it has a serious issue with actually hitting higher AC oppoents as levels rise. This isn't so much of an issue low level as it becomes higher level. Considering the number of maneuvers, I'm not sure they are supposed to be mainly defensive. They are my favorite one of the Martial Adepts, though I do feel they are a bit weak.

The Warblade doesn't universally outperform a fighter in raw damage, it depends on the fighter build and the fight in question (in terms of length, terrain, opponent type and number, etc.). My single biggest complaint with the warblade is its ability to change its specializations.

The Crusader I still don't like. I hear note cards and drawing them from a hat really help make this class work, but I don't think I could handle the whole random maneuver thing. The guy who played our crusader in our game liked it though, so to each their own.

Alot of people are saying what you are about the fighter -- take a level of warblade at 9th level (I believe it was) and its a serious power up for the fighter, that it synergizes with the MA classes very nicely. I've yet to see that in actual play.
 

Thanatos said:
The Swordsage tends to suffer like the monk in that, for all its flashy moves, unless you use some cheese it has a serious issue with actually hitting higher AC oppoents as levels rise. This isn't so much of an issue low level as it becomes higher level. Considering the number of maneuvers, I'm not sure they are supposed to be mainly defensive. They are my favorite one of the Martial Adepts, though I do feel they are a bit weak.

The swordsage is unusual in that it can adapt its fighting style to the opponent. Against high-AC opponents, it can make touch attacks. Against low-AC, high HP opponents, it can unleash high-damage attacks.

It's potential comes from the disciplines only it can use:

Desert Wind
What a combination of effects! Cones of fire (Ref save), Lines of fire (Ref save); Balls of fire (ranged touch), Fire counter (melee touch), Attack after moving (melee), Extra fire damage (melee).

Setting Sun
Throws and trips, requiring melee touch attacks then ability checks. Lots of defensive manuevers, as well as some normal melee manuevers.

Shadow Hand
Concealment, invisibility, teleport, quite a few single melee attacks with devastating additional effects, and ranged touch.

If the monk or cleric can hit with a single melee attack, so can the Swordsage, and that's all it needs.

Cheers!
 

Yes, I realize they are very good in that regards, but very much like the monk, they suffer in that quite often at the higher levels, its very difficult to land hits at all. Odds are they don't have but a % of maneuvers that will be useful in a given encounter where their best chance is a touch attack.

I'm just saying it basically suffers like the monk does in this regards for being a melee combatant: Cool abilities, tough time hitting. Situationally, it suffers less then the monk.
 

pawsplay-

Though most people disregard this fact, you are definitely correct in noting that the major, major limiting factor on the swordsage is the medium bab. It creates a need to pump strength (or dex for finesse users) which trades off with the ability to pump wisdom in order to boost saving throws. Still, its a good class and very enjoyable.

My personal build for it involves the use of Acrobatic Strike (+4 attack if I tumble past someone first). This fixes the low attack bonus, at what has essentially become a permanent surrender of iterative attacks. It seems to have been a fair trade.

As for the crusader, again, you're right. Some people like the randomization. Some people really hate it. I fall kind of on the "liking it" side, mostly because its different. Variety is important in a game like this, and if something is new and different I am ok with it being appreciated only by a percentage of players.

For the warblade? I haven't been all that impressed by its offense. Yeah, its good... but the maneuvers that make most people flip out are mostly 9th level or so. I haven't seen one played at that level, and frankly, don't care if the game balance breaks down a bit after level 17. I've found them to be quite enjoyable and fair at the level 12 range.

Re: fighters, the old view of fighters as generalists seems to me to be fading somewhat. That was an attribute of fighters only because, lacking enough feats to specialize in one thing their entire career, they branched out because of necessity. PHBII has added more feats that allow specialization to continue further, and now Tome of Battle adds the Martial Study feat, which can be used for even greater specialization. I think fighters are actually getting better as time goes on, rather than being left behind as some believe. I now find it easy to put together a level 12 fighter that focuses on just one type of combat, and I even find myself with more feats than I want than that I can have. This did not used to be the case.
 

Cadfan said:
For the warblade? I haven't been all that impressed by its offense. Yeah, its good... but the maneuvers that make most people flip out are mostly 9th level or so. I haven't seen one played at that level, and frankly, don't care if the game balance breaks down a bit after level 17. I've found them to be quite enjoyable and fair at the level 12 range.
There are some manuevers that have drawn some attention, but I agree that they aren't that bad.
But the WB gets more HP at every level, more SP at every level, manuevers and stances starting from L1 that easily stand up to the fighter feats, and a steady stream of special abilties and bonus feats of their own.
I don't think it is at all accurate to lay the source of concern at the feet of the manuevers.
 

BryonD said:
There are some manuevers that have drawn some attention, but I agree that they aren't that bad.
But the WB gets more HP at every level, more SP at every level, manuevers and stances starting from L1 that easily stand up to the fighter feats, and a steady stream of special abilties and bonus feats of their own.
I don't think it is at all accurate to lay the source of concern at the feet of the manuevers.

In my view... the HD increase and skilll points matches to the barbarian, who also wears medium armor, and feats versus maneuvers is roughly equivalent (obviously, some maneuvers outshine any feat, but then, many feats are more generally useful, so this is a niche difference). The bonus feats do seem like cheating, but for the most part, they aren't very good feats. The one mark against the warblade is its limited repertoire; weak selection versus other MAs, with a refresh that would be great for a swordsage but can hurt a warblade (since they are likely to be from time to time stuck with a maneuver they don't want to use).

Purely from a balance standpoint, the warblade should be stuck with d10s, but that would create an unfortunate glass cannon situation. Simply killing the feats would be a nice gesture to the fighter, but would actually strip some flavor while not affecting power very much.

I think, compared to the fighter, they are roughly niche balanced. In absolute terms, the warblade seems to have an edge. However, a fighter can be very deep in feats the way a warblade simply can't. And only so many maneuvers are applicable or available in any given situation. There is a very real possibility that a party with a warblade with its main tank could find itself saying, "Hm, someone with Combat Reflexes and Stand Still would really come in handy about now." So while I think the warblade is touch overpowered, I don't think it's egregious.
 

I just finished reading through the Book of Nine Swords tonight and I like it a lot. This is truly D&D for me flavor-wise. What it does is give the option to some players to get fighter-type characters who get the same kind of resource-management fun than wizards and sorcerers do.

A fighter that has the same kind of fun as a wizard. Indeed.
 


Infernal Teddy said:
I still think that the book should have used something like the Power Points from the XPH instead of slots...

Huh?

Manuevers are 1/encounter, with ways of retreiving them in an encounter.
 

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