Book of Nine Swords: Fitting it in

I’m confused on why people think introducing BoNS material would be such a chore in your average ‘western’ themed D&D campaign in the first place. Maybe somone could fill me in.

Sure, from a mechanical perspective, I can see one having problems introducing a whole new sub-system and/or having issues with game balance. But in a game with monk-ninja-assassins, super powerful sorcerers, and lighting bolt dodging rogues; where even the most magically inept adventurer is loaded down with a veritable Christmas tree of magical and supernatural doodads by mid-levels? All because of a vague wuxia feel with some of the abilities? D&D waved bye-bye to King Arthur, Conan, and tLotR a long time ago, if indeed it ever was really that close to the aforementioned works, other than as archetype inspirations.

There are no blade masters? Dedicated knights? Warrior Heros of the might and renown? It seems that most of the abilites (though admittedly not all) can be described in a more 'Western friendly' way. 'Fell handed stroke' for a + 100 hp damage ability, etc. Most of the more blatant supernatural abilites are intended for the more supernatural themed monk/assasin/jedi-like sword sage anyway, IIRC.

Of course, I'm not playing in a campaign right now, so maybe I'm missing some point, or misunderstanding.
 

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When placing new stuff, don't look for the unexplored places of your campaign world. If everything new is from mysterious far-off lands and hidden monestaries, then, as you say, those far-off lands adn monestaries get pretty crowded.

Instead, look for areas that you personally as a DM haven't explored. Rather than Samurai or Ninja or Swordsages coming from far-off lands, why not just have them come from the palace guard, or the neighboring coutries army or whatever. Just so long as your players haven't encountered these groups, there's not going to be any disconnect.
 

I don't get the 'integration problem' at all.

Why should the ability to use manuevers be any stranger and more of a challenge than all the weird Feats that appear all the time?
 
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Thomas Percy said:
I don't need a fighter with "spells". I don't need a fighter so complicated to play as cleric.

Meh…an existing mechanic applied in a new way, sorta the trend with 3.5.

Overall I like the idea, but the execution left me underwelmed. It defiantly has an eastern/martial artsy feel with the different schools, and that’s not generally the direction I want to go.

I did like Tome of Magic though.
 

I never understood why people seem to think only the 'Eastern' world had fighting styles. We know for a fact that there were a variety of different fighting schools in the west throughout history. If you have ANY sort of institute that teaches fighting, you have an excuse to introduce maneuevers. Just change some of the names to sound less exotic.
 

If you want to make this simeple just have the "school" be either a gladiator's arena in some major city/country in your campaign.
Look at it this way: The manuvers were specally designed to "Impress" the common folk, and to immitate the stories told about other contries fighting units.

The romans did this kind of thing all the time. Rather then being just your hollywood standard "Bare chested gladiator", the romans had at least a dozen different stye of fighters that performed in the area. Everything from historic battles like pitted the Greek hoplites against the Gallic inspired mirmillones to having gladiators who just specialied in fighting one specific exotic beast.

It doesn't have to be a secret, everyone could know that "Gladiators have great powers" the immitate what is told of in the old stories.
 

Thomas Percy said:
I don't need a fighter with "spells". I don't need a fighter so complicated to play as cleric.
Yeah, but you might want your fighter to be more than a hp sponge until the spellcasters get off their spells at high levels. That's what this book lets you do.
 



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