Aus_Snow said:
Probably because it is.
It's just that some people believe that the ol' melee types were kinda shafted previously, I suppose. Or they don't much care, and basically want to hit thing harder. I dunno.
Well, in the transfer from 2e to 3e, warrior types lost their main defining combat ability (multiple attacks). Making multiple attacks an automatic result of having certain BAB (and tying it to full attacks only, removing mobility) significantly boosted the melee power of the following tier of melee fighters (clerics etc.).
The designers' intention apparently was that the addition of bonus feats/smites/weapon styles would even this change out... which brings us to the core problem, the fighter. The problem with feats is that, like the new multiple attacks, they are basically available to anyone. Wizards has been unwilling to make "fighter only" feats (and I fail to see why, plenty of spells seem to carry "cleric", "wizard" or "paladin" in them without creating any problems). To make feats viable only for fighters, they've added either high BAB requirements or made extremely long feat chains that give you a plus here and there. High BAB feats are good and well, but they are only available to higher level fighters, leaving the mid-level fighter to nab up his ~15 feat weapon mastery feat tree... And I don't think that weapon specialization and its effects are even close to what they were in 2e.
The second problem the fighter has relates to his skills... Not only does he get a meager 2+int in skill points every level, he is doubly punished by having an absurdly poor skill selection. It's been a while since I played 2e, but I am under the impression that the fighter got the same amount of non-weapon proficiencies as everybody else did.
These two combined lead to a situation where the fighter is simply not as much fun to play as other classes. Especially if your campaign features heavy skill-use over straight combat, the fighter is indeed completely shafted. And in combat, his choices are either the infamous "I full attack again!" or using one of the special combat maneuvers... that everybody else can do as well, albeit with a penalty of some kind unless they have spent one of their fewer feats on it (unlikely, since they have dozens of better feats to use that build on their strengths).
What I see in ToB (and what is the reason for that particular book bringing me back last summer 4 years after "quitting" D&D) is that it just adds _fun_ to the melee types. This is not just "anime combat" as some fans and detractors like to point out (There is "anime" in the warblade and crusader only if you choose to put it there), it also adds to warrior-types as characters via the boosted skill points and skill selections.
Power wise... Yes, it does add to the power of the melee classes, mostly by improving their possibilities to deal out damage and move at the same time. Is this bad? In my opinion, it is an overdue fix for a problem that has existed since the birth of 3e. Is this the right way of fixing it? Maybe not, adding warblade skills and skillpoints with the same martial progression to a straight fighter might have fixed both, currently even I, a massive fan of the book, have some trouble swallowing all of the warblade's special abilities (it's the one class I've spent most time looking at, since it seems to be the one at the heart of most controversy).
Is the book perfect? No, and I get the feeling that it has at least some cut material (and the inclusion of the legacy weapons is just... not good, web enhancement material if I ever saw it). It would certainly benefit from a more in-depth guide into creating new disciplines and maneuvers. As for the way the maneuvers and their recovery is handled... well, at least it does differentiate them from spells a bit. I'm not sure if its the correct way of handling it, but at least it doesn't just create another type of caster with recovery identical to the base caster classes.
/N