Crusader in play?

DarkJester

First Post
Has anyone ran a crusader in a game, or had a player run one? I'm curious to how they compare to other classes, including the other Tome of Battle classes. One of my PC's is debating trashing his cleric and starting a crusader and I'm just looking for opinions. I don't really see them as over or underpowered but the mechanics just kind of grind on my nerves.

The random mechanic of gaining maneuvers seems pretty limited to what they can do.


So, anyone have any experiences to share?
 

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I played one for a while. Rather enjoyed the random mechanic aspect; given the numbers involved, it's not so random that you'll likely ever be stuck not being able to use a maneuver, even if it might not be the exact one you'd have picked.

Of course, I also took the feat that lets you start with one extra maneuver in your "deck."

And I actually wrote the maneuvers on index cards and shuffled them, drawing at random. It's a lot easier than any other method I could think of.
 

When I first read ToB, the Crusader was the class I was least interested in playing, specifically because of that random maneuver aspect. When I finally had the chance to make and play a ToB character, for some crazy reason, I decided at the last minute to play a Crusader. It was a LOT of fun. And as the above poster mentioned, you may not have the exact maneuver you want, but you will have SOMETHING available to do. Especially when you level up, I really like the healing maneuvers, so just load up on them, and you'll be guaranteed a healing strike every round (just as an example).

For Fun Factor, I would go with Crusader.
For min/maxing purposes (where you can guarantee a specific maneuver will be available to you) I would go with Warblade or Swordsage.
 

My group uses the same method as Ari. With the randomness, you might not have the exact power that you want at the start of the fight (I played a crusader with a really awesome charge attack, which isn't much use if I'm in melee after round one).

As a replacement for a cleric, the crusader can cover some of the healing issues with the right Devoted Spirit manuevers and stances. And I really like their delayed damage pool (just wish I could combine that easily with the warblade exclusive Iron Heart school).
 

I just ran one in my last game as a player. Here are my thoughts:
1) The random maneuvers are fun. :)
2) They make better than decent tanks.
3) I need to find a better way to track his delayed damage pool. It was the only PITA to deal with.
-blarg
 

blargney the second said:
3) I need to find a better way to track his delayed damage pool. It was the only PITA to deal with.

A dedicated die? They do make d30's so you should be able to have an appropriately sized die all the way up to level 20.
 

The problem I find is in the unnecessarily complicated mechanics. The randomly determined maneuvres and the whole delayed damage thing adds more complexity than it should.
 

Mouseferatu said:
And I actually wrote the maneuvers on index cards and shuffled them, drawing at random. It's a lot easier than any other method I could think of.

Wizards posted a web enhancement to that effect not too long ago; like you say, it really helps out, especially with the Crusader.

The random mechanic, I think, also helps with the roleplaying aspect of the Crusader, if you want to get into that. Having the character feel divinely inspired to perform a certain maneuver can be interesting.
 

DarkJester said:
Has anyone ran a crusader in a game, or had a player run one?
A repost from another forum:

I just tried out a 12th-level crusader yesterday in a short hack and slash dragonhunt.

I found the class surprisingly fun. Surprisinly, because at first glance, I found it the least appealing of the three. I like LotR, I like wuxia, but mostly I like my genres separate, so a full-plated religious knight yelling out "IRRESISTIBLE MOUNTAIN HAMMER!!1!" didn't appeal nearly as much as a bouncy, monkish, lightly armoured type doing the same.

But the crusader is very cool.

The bonus-granting delayed damage pool is a bit of a pain to track, but it's a fun mechanic. It really encourages fanatic behaviour. Need someone to eat the AoO from the dragon? Someone needs to do it, so why not the crusader who'll get bonuses from it? Tempted to cast fireball, but the crusader's in the way? Sure, go ahead, he'll get bonuses from it.

It also saved my bacon, coupled with the house rule that you die at -(10 + Con modifier) rather than -10: I had 106 hp and had taken 126 hp damage that round. 20 went to the delayed damage pool, so I was left at 0. I used Stone Power (take penalty to attack to get temporary hp) to give myself 10 temporary hp (I was all out of healing strikes!) and White Raven Tactics to have the cleric go right after me. So at the end of my turn, I was at exactly -10 and standing (thanks to Diehard, which the crusader gets as a bonus) before the cleric cast heal and brought me back to 100 hp.

White Raven Tactics (the one that lets an ally go right after you in initiative as a swift action) was the one that drew the most "WTF!?"s. The smite + Divine surge for 66 damage (the best attack I could do) was met with "hey, cool" but after all, that's about what the barbarian does on a good round. But having a spellcaster go twice before the enemy get his turn... But checking it again, I might have been abusing it a bit. The range is only 10 ft., so I think I might have bad people go after me when they were out of rage.

Something I found interesting is that, unlike many Desert Wind and Shadow Hand maneuvers, the Devoted Spirit maneuvers don't seem to be supernatural. Pretty cinematic: someone is badly hurt (perhaps even dying), and as the crusader smacks and enemy and yells "don't give in, we've got him, hang in there!", the hurt guy gets a second wind (say, 3d6+10 hp from Revitalizing Strike). Not magic, just pure badassitude.

OTOH, based purely on the flavour text, I really don't see how Radiant Charge is anything but supernatural: "You gather the power of your faith and discipline, surrounding yourself in an aura of blinding glory."

I must note that, despite all the threads on ENWorld and elsewhere, the warblade didn't seem to be much better than the crusader. They can both probably make the fighter wonder if he's really up to the task, but they seemed about equal to me, with the warblade better at simply beating the stuffing out of people, but the crusader remarkably hard to put down. Of course, my experience is limited, so take this for what it's worth.

The random mechanic of gaining maneuvers seems pretty limited to what they can do.
I didn't like it until I tried it, but when I did, I was pleasantly surprised.

At 12th level and with Extra Readied Maneuver, I had 6 maneuvers readied and 4 of them granted at the beginning of each fight. Not really that limiting, but it adds an element of uncertainty which means you can't just think up of a good tactic and then go on autopilot.

But between the delayed damage pool and the random maneuvers, probably least appropriate for beginners, of the ToB three.

Also, probably not really a good substitute for a cleric. In theory, they're an unlimited source of healing, but you have to be fighting actual dangerous opponents to be able to heal, and the randomness means you cannot depend on a maneuver being available when you want it.
 
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Well if the Cleric is the lone party healer, the Crusader ain't that (although he can help with the occasional healing).

As for the random mechanic maneuver, it's really not that much of a disadvantage as long as you pick the right maneuvers to begin with -- you'll have something useful although not always the one you're specifically looking for. Most of the time you'll probably only have two or three maneuvers deprived from your hand anyway. Otherwise it's a great class.

If you're the GM though and planning to use several as NPCs, that I don't recommend...
 

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