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Community
General Tabletop Discussion
*Dungeons & Dragons
D&D 3.5 - splatbook power creep or no?
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<blockquote data-quote="GrimCo" data-source="post: 9877504" data-attributes="member: 7044462"><p>I can see that, but realism goes away fast in D&D. Best things about disciplines, specially ones that Warblade has (and Crusader or Swordsage) is that manouvers are extraordinary type of ability, only few are supernatural. Silence and Antimagic Field are bane of casters and classes with Supernatural or Spell like abilities (and magic in general), but maneuvers still work. </p><p></p><p>It remedies that also, to some degree. First off, trough skills. Warblade and Crusader get 4+int, Swordsage is 6+int. Also, there is good stat+ class abilities synergy, so it makes sense to pump Int on Warblade (while int is usually dump stat for martials). They also expanded skill list. Swordsage can dab into spells and has unlimited identify option when it comes to weapons and armors. </p><p></p><p>And then, there are maneuvers themselves. Used out of combat, some can be very good at solving other problems. Like Mountain Hammer which ignores hardness of objects. Pair it with maul or war-hammer and you have universal door opener. Swordsage can teleport, become incorporeal, invisible, create obscurment. All that trough maneuvers which are quick and easy to recover. And then there are stances that give you ex powers like scent, blindsense, climb speed, vertical jumping, bonus move speed. It's all about being creative with stance/maneuver usage out of combat, and best of all, it's unlimited, unlike spell slots. </p><p></p><p>It's not on par with Wizard, but WIzard had other problems. 3.5 was still using Vancian casting, where you need to prepare each copy of the spell in it's own slot, so it became guessing game which spells you would need that day and how many of them.</p></blockquote><p></p>
[QUOTE="GrimCo, post: 9877504, member: 7044462"] I can see that, but realism goes away fast in D&D. Best things about disciplines, specially ones that Warblade has (and Crusader or Swordsage) is that manouvers are extraordinary type of ability, only few are supernatural. Silence and Antimagic Field are bane of casters and classes with Supernatural or Spell like abilities (and magic in general), but maneuvers still work. It remedies that also, to some degree. First off, trough skills. Warblade and Crusader get 4+int, Swordsage is 6+int. Also, there is good stat+ class abilities synergy, so it makes sense to pump Int on Warblade (while int is usually dump stat for martials). They also expanded skill list. Swordsage can dab into spells and has unlimited identify option when it comes to weapons and armors. And then, there are maneuvers themselves. Used out of combat, some can be very good at solving other problems. Like Mountain Hammer which ignores hardness of objects. Pair it with maul or war-hammer and you have universal door opener. Swordsage can teleport, become incorporeal, invisible, create obscurment. All that trough maneuvers which are quick and easy to recover. And then there are stances that give you ex powers like scent, blindsense, climb speed, vertical jumping, bonus move speed. It's all about being creative with stance/maneuver usage out of combat, and best of all, it's unlimited, unlike spell slots. It's not on par with Wizard, but WIzard had other problems. 3.5 was still using Vancian casting, where you need to prepare each copy of the spell in it's own slot, so it became guessing game which spells you would need that day and how many of them. [/QUOTE]
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D&D 3.5 - splatbook power creep or no?
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