brehobit said:Only once per battle, but still...
Mark
brehobit said:At 20th level I don't have a strong opinion. I don't play those levels _and_ I agree that warriors-types appear quite weak at those levels. However, at lower levels (1-5 say) warriors are, IME, the most powerful set of characters. Clerics come close. And above I showed a hastily built level 5 swordsage which is noticeably more powerful than anything warrior type (or anything else) at 5th level.
With a 32-point buy you could have
S14 I10 W16 D14 C14 Ch10. Let's go halfing so S is 12 and D is 16. Level 5 swordsage.
His standard (no stances) against medium and larger creatures is:
AC =10+4 (chain shirt) +1 (size) +3 (dex) +3(wis) = 21.
Attack=3(BAB) + 1 (STR) +1 (size) +2 (stance) +1 (WF)= +8
Damage=dX (weapon) +1 (STR) +4 (stance) +3 (Wis) or weapon +8
With magic (say +2 Wis +1 chain shirt, +1 weapon) this goes to 23 AC and +9 attack dX+10 damage.
A halforc barb in full plate with a two handed sword, 20 STR and 12 dex has:
AC 10+8 (full plate) +1 (Dex) = 19
attack +5 (BAB) +5 (STR) =+10
Damage = +7 (STR)
With magic probably AC 21 attack +11 Damage +8.
It is at the _least_ a close call which is better. The 1/2 orc will have more hps. The halfling has a much smaller armor penalty.
Now if the half-orc rages he gets +2 attack, +3 damage, -2 AC and some hitpoints. Baring feats, he can only do this once per day.
The halfling can, once per encounter, do 6d6 fire damage (reflex save DC 16 for half) to a target. That same 6d6 will hit everyohe other than the swordsage within 10' of the target. That probably averages at +16 damage against most opponents PLUS the area of effect attack.
Plus the halfing has other maneuvers, stances and is way ahead on initiative (I think +4 advantage). Not to mention saves.
It ain't really close. And the sword sage appears to be the weakest of the lot. If the halfing is fighting a small or smaller opponent, he needs to change stances. But still...
Utterly unbalanced? No. Unbalanced? Oh yeah.
Mark
Felon said:Indeed, fairness is my objective. But comparing the damage output of a warrior class that gets d10 or d12 hit dice and a host of other cool combat abilities to a 9th level spell cast by a class that gets 1d4 HD, terrible BAB, arcane spell failure in armor, and basically sells the farm to get a solid damage output, and saying "that's equivalent" does not strike me at all as fair.
EDIT--Oh freaking hell, I almost forgot to point out that the caster is burning a slot that he only gets one of per day, while Nine-Sword munchkin gets all his slots back between battles--or even in the middle of a battle. For the warblade, it's almost literally a snap of the fingers. So, another overwhelming benefit that blows away the notion of fairness.
Sweet Christmas, so broken. Disciplines pack the sheer power of an arcanist spell with the omnipresent utility of a feat.
Like many folks, I'm just boggled at how the Warblade made the editing cut with its bevy of Int-bonus class features, maximum hit dice, generous skill points, bonus feats, and over-the-top damage output every four rounds out of five or so. If anyone was looking for the cavalier of 3e, look no farther.
brehobit said:Thanks for the answers folkd, I just went out and bought this.
I've by no means gotten a complete understanding of the book, but let me say:
Dude this is so overpowered I can't believe it.
I'm glad that people like the book, and I'm also glad that people have reacted in a way that we hoped they would. Namely, that warriors need a boost compared to spellcasters.
Back when 3e first came out, the fighter class was really interesting. It got a ton of feats. Something like triple as many feats as anyone else. I clearly remember my first 3e fighter, a Beorn Battlehelm. Beorn was really fun to play up until around level 8. At that point, I figured out that I couldn't find any feats to really improve Beorn's main focus: two weapon fighting with a flail and battleaxe, with some tripping thrown in for good measure.
The problem with making fighters rely on feats is that feats are also available to all the other classes. Furthermore, feats never had a level structure comparable to spells. A "better" feat just had a long list of prereqs, and there were no guidelines on just how good a feat could be. Thus, feats tended to cluster around the same power level.
In walks the fighter. His class features are feats. Since all feats are roughly the same power, and there is little additive effect outside of trip builds, he very quickly plateaus in terms of effectiveness. It would be as if a wizard still had spell slots for levels 1 to 9, but spells were never more powerful than a 3rd level effect.
There have been exceptions, but in general it's hard to make a fighter who's relevant at high levels. IME, most people who manage to pull it off rely on magic item combos and trip-based builds.
Nine Swords reverses this trend by building combat maneuvers that, at high levels, are on a power curve equivalent to (though not the same as) spells.
Anyway, I though people might be interested in some musings on the process behind this book.
Great!Thanatos said:Okay...I'll bite...
At first level a bard can give +1 to attack and damage 1/day as a standard action. At first level a crusader will always be in this stance (if he has it). So he is handing out 2 hitpoint cures AS PART OF HIS NORMAL ATTACK. He isn't burning an action or anything.Crusader: His Martial Spirit stance isn't one he is likely to use every combat, but it isn't so different from Bardic Music granting +1 damage/attacks/some saves per round either, or some of the abilities of the barbarian.
Sure, but I didn't even worry about his maneuvers. And they are just bonus anyways. Worst case is he doesn't have a useful one. He's still hugely powerful.His maneuvers are kinda hokey and complex. He can have 5 readied, but only 2 (which are randomly "Granted") are available on any given round and at least 1 of them changes every round (expended or not). So, there is a chance you'll have something you won't really be able to utilize available.
<clip -- onto swordsage>
+2 on initiative is somewhat weak as class abilities goes. Not everyone will take a Halfling or Ghome.
The holocaust cloak (you are unprotected if attacked with reach or range though) and burning flourish are 5th level abilities.
Wizard/Sorcerer: Melf's Acid Arrow (2d4 +1d4 for +1 round/3 levels), Flaming Sphere (2d6 fire damage), Scorching Ray (4d6 fire +1 ray/4 levles), Shocking Grasp/Burining Hands, Fireball/Lightning Bolt (5d6), etc.
At this level the rogue is either two-weapon wielding or getting only one attack. +3d6 is nice. Doing it every round is nice. But IME rogues get sneak attack on no more than 1/2 of their attacks. No flanking, undead, etc. really limit them. 6d6 1/combat in a 10' radius as part of an attack (just like the rogue) is really nice.Rogue: +3d6 Sneak Atack, +1d6 main attack for every attack, not just one, while flanking.
+3 to attack, +5 damage is really nice for the smite. But again, only 2/day, and limited opponents. Immune to fear is also mightly handy. The rest are fairly weak. Bless weapon takes an action. Divine health has _never_ come up in a game I've played in 3.x.Paladin: Smite 2/day, Aura of Courage (Immune to fear), Divine Health (Immune to diseases -- all of them), 1st level spells (lets take Bless Weapon; +1 and threats are automatic crits).
I won't touch this one. Evasion is nice, but the sword sage gets a _much_ better AC bonus. The flurry is also nice, but a monk can't keep up with a fighter or barbarian for damage, let alone the swordsage.Monk: Flurry (2d8), Fast movement (40'), Evasion, AC Bonus, Immune to disease, Slow Fall, best saves, attacks equal to magic.
I just don't agree that these classes are really vastly overpowered and broken compared to even these core classes. The fighter and the barbarian have to be built more carefully to compete, I'll grant you, though...but thats no different from before when compared to the other core classes, to now. At least the PHB II and Complete Warrior help them out alot.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.