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Book of Nine Swords -- okay?
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<blockquote data-quote="Tleilaxu_Ghola" data-source="post: 3058622" data-attributes="member: 44771"><p>Okay folks, after reading the first page of this thread, I have to say that a lot of you all seem pretty misguided about Tome of Battle. I haven't read through the whole thread, so my reactions here are pretty much based off the comments on the first page.</p><p></p><p>Assuming that the comments on the first page were simply initial reactions, it's almost understandable that people think the book is "overpowered" and "broken". Since the release of this book, there have been a slew of clarifications by the Wizards of the Coast Customer Service. Many of these questions and answers are compiled in a thread on the Character Optimization boards <a href="http://boards.wizards.com/showthread.php?t=683775" target="_blank">here</a>.</p><p></p><p>Now, I would like to tackle the myth that Tome of Battle is broken or overpowered. This may be painful, but I believe its something that needs to be done.</p><p></p><p><strong><span style="font-size: 12px">Myths</span></strong></p><ol> <li data-xf-list-type="ol"><strong>You can use magic or feats to increase the number of attacks that a strike allows.</strong>: This is patently false. I refer you to page 43 paragraph 2.</li> <li data-xf-list-type="ol"><strong>Maneuvers are overpowered</strong>: There are very few maneuvers which I would consider overpowering. Some exceptions do exist, namely: Iron Heart Surge & White Raven Tactics. Almost all maneuvers still require that an attack roll must be made and most only affect a single target. Even worse is the fact that almost all maneuvers simply add damage to a single attack. So while you may get some cool effects, it's only one attack. Some people say that stuff like warmaster's charge and time stands still are way overpowered. These people haven't taken the time to compare them to 9th level spells or powers. The ability to deal extremely high amounts of damage at nearly 20th level is ubiquitous. So maneuvers that merely bump up your damage aren't that special. The effects to watch out for are ones which grant additional abilities (like shapechange) or are capable of slaying many targets (like weird). 9th level maneuvers pale compared to the power and versatility of your average 9th level spell.</li> <li data-xf-list-type="ol"><strong>The Tome of Battle base classes are overpowered</strong>: On what scale are they overpowered? Are they more powerful than a straight fighter? On some accounts yes, but not in all ways. Do they have anywhere near the versatility of a wizard or cleric or druid? Not a chance. Can their "high 4+int or 6+int" skills compare with that of a rogue or bard? No, because their skill lists are pretty much limited to combat only skills. Suffice it to say that there are far more powerful classes out there and you can find them in your trusty PHB: Cleric, Wizard, & Druid. Heck, with enough splat books, even a Bard can outdo most builds (and can outdo them handily).</li> <li data-xf-list-type="ol"><strong>The IL progression for multi-class characters is broken</strong>: Actually, it is quite easy to construct builds which end up with more caster levels (in more classes) than it is to construct a multiclass martial adept. It's a new mechanic to be sure, but I hardly think it's broken or overpowered.</li> <li data-xf-list-type="ol"><strong>Desert Wind maneuvers act as spell replacements</strong>: Yeah right. 6d6 fire damage? That's a whopping 21 damage on average, and fire resistance is pretty common among monsters. The area effect maneuvers are all fairly weak when compared to spells of their same level. Besides, if you want elemental damage, look no further than a psion. If psions are "broken" then we may as well all be playing NPC classes.</li> </ol><p></p><p>That's all I have for now. I'm sure if presented with more "complaints" I could provide an endless flow of counter builds and examples.</p><p></p><p>I would like to leave you all with a few links to some of the threads which I have started on the Character Optimization boards in the Wizards of the Coast Community Forum. I'm afraid that many of you with a more delicate taste for power will find some of the stuff that I (and others) have developed will be overwhelming. Despite all the tricks and builds that have been developed, I feel confident when I say that magic or psionics can do better, in almost every circumstance. (Maybe not every single one, but certainly in many situations).</p><p></p><p><a href="http://boards.wizards.com/showthread.php?t=680285" target="_blank">Tome of Battle: Tricks/Combos/Library</a></p><p><a href="http://boards.wizards.com/showthread.php?p=9809071#post9809071&origin=" target="_blank">Tome of Battle: Build Compendium</a></p><p><a href="http://boards.wizards.com/showthread.php?t=683268" target="_blank">The Art of Making a Multi-Class Martial Adept</a></p></blockquote><p></p>
[QUOTE="Tleilaxu_Ghola, post: 3058622, member: 44771"] Okay folks, after reading the first page of this thread, I have to say that a lot of you all seem pretty misguided about Tome of Battle. I haven't read through the whole thread, so my reactions here are pretty much based off the comments on the first page. Assuming that the comments on the first page were simply initial reactions, it's almost understandable that people think the book is "overpowered" and "broken". Since the release of this book, there have been a slew of clarifications by the Wizards of the Coast Customer Service. Many of these questions and answers are compiled in a thread on the Character Optimization boards [URL=http://boards.wizards.com/showthread.php?t=683775]here[/URL]. Now, I would like to tackle the myth that Tome of Battle is broken or overpowered. This may be painful, but I believe its something that needs to be done. [b][size=3]Myths[/size][/b] [list=1][*][b]You can use magic or feats to increase the number of attacks that a strike allows.[/b]: This is patently false. I refer you to page 43 paragraph 2. [*][b]Maneuvers are overpowered[/b]: There are very few maneuvers which I would consider overpowering. Some exceptions do exist, namely: Iron Heart Surge & White Raven Tactics. Almost all maneuvers still require that an attack roll must be made and most only affect a single target. Even worse is the fact that almost all maneuvers simply add damage to a single attack. So while you may get some cool effects, it's only one attack. Some people say that stuff like warmaster's charge and time stands still are way overpowered. These people haven't taken the time to compare them to 9th level spells or powers. The ability to deal extremely high amounts of damage at nearly 20th level is ubiquitous. So maneuvers that merely bump up your damage aren't that special. The effects to watch out for are ones which grant additional abilities (like shapechange) or are capable of slaying many targets (like weird). 9th level maneuvers pale compared to the power and versatility of your average 9th level spell. [*][b]The Tome of Battle base classes are overpowered[/b]: On what scale are they overpowered? Are they more powerful than a straight fighter? On some accounts yes, but not in all ways. Do they have anywhere near the versatility of a wizard or cleric or druid? Not a chance. Can their "high 4+int or 6+int" skills compare with that of a rogue or bard? No, because their skill lists are pretty much limited to combat only skills. Suffice it to say that there are far more powerful classes out there and you can find them in your trusty PHB: Cleric, Wizard, & Druid. Heck, with enough splat books, even a Bard can outdo most builds (and can outdo them handily). [*][b]The IL progression for multi-class characters is broken[/b]: Actually, it is quite easy to construct builds which end up with more caster levels (in more classes) than it is to construct a multiclass martial adept. It's a new mechanic to be sure, but I hardly think it's broken or overpowered. [*][b]Desert Wind maneuvers act as spell replacements[/b]: Yeah right. 6d6 fire damage? That's a whopping 21 damage on average, and fire resistance is pretty common among monsters. The area effect maneuvers are all fairly weak when compared to spells of their same level. Besides, if you want elemental damage, look no further than a psion. If psions are "broken" then we may as well all be playing NPC classes. [/list] That's all I have for now. I'm sure if presented with more "complaints" I could provide an endless flow of counter builds and examples. I would like to leave you all with a few links to some of the threads which I have started on the Character Optimization boards in the Wizards of the Coast Community Forum. I'm afraid that many of you with a more delicate taste for power will find some of the stuff that I (and others) have developed will be overwhelming. Despite all the tricks and builds that have been developed, I feel confident when I say that magic or psionics can do better, in almost every circumstance. (Maybe not every single one, but certainly in many situations). [URL=http://boards.wizards.com/showthread.php?t=680285]Tome of Battle: Tricks/Combos/Library[/URL] [URL=http://boards.wizards.com/showthread.php?p=9809071#post9809071&origin=]Tome of Battle: Build Compendium[/URL] [URL=http://boards.wizards.com/showthread.php?t=683268]The Art of Making a Multi-Class Martial Adept[/URL] [/QUOTE]
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