I said it's closer to those genres/games for the most part; not that it IS mostly like that stuff. You don't see Conan exhaling cones of fire and standing there to take a sword to the face because he's "just that tough." But you would see someone from Dragonball Z, Naruto, or other anime/manga series doing stuff like that, or video-game characters having such abilities even if they're primarily warrior-types. Yet a martial adept with the right maneuver or stance could do just these sorts of things.
Perhaps you missed the other half of my post where I described how you COULD use the ToB to make a more sword-n-sorcery style warrior?Also, mind you, my comments weren't meant at all in a negative tone; I love using hte Tome of Battle and I like it's over-the-top style.
But honestly, a LOT of the maneuvers and stances and prestige classes are undeniably mystical. Even Iron Heart has a scant few examples, like Lightning Throw. Stone Dragon has plenty, from Stone Bones to Mountain Hammer to Earthstrike Quake to Colossus Strike, and the couple of variants of each of those at different levels. Setting Sun has stuff like Comet Throw, Ghostly Defense, Ballista Throw, and Tornado Throw (though most of that disicpline is reasonably mundane; even though some of these maneuvers are extraordinary, no real person could throw another person 20 or 40 feet and through a crowd of people to horribly bludgeon all of them).
Devoted Spirit is ALMOST ENTIRELY divinely-powered maneuvers, ranging frmo Crusader's Strike to Foehammer to Divine Surge to Radiant Charge to Immortal Fortitude and so on and so forth. Diamond Mind is a mix of extraordinary techniques and a few that just can't be natural even if the book doesn't label them supernatural; stuff like Action Before Thought, Mind Over Body, Quicksilver Motion, and Time Stands Still (depending on the weapon; one can easily imagine a master martial artist making a half-dozen or more unarmed strikes to dagger-strikes in a few seconds, but a greatsword-wielder? A warhammer-wielder? A halberdier?). Shadow Hand and Desert Wind are, obviously, almost purely supernatural disciplines.
Ignoring fatigue, improving morale, avoiding attacks through better positioning...all of these and more are perfectly valid mundane explanations for the healing.SRD said:Hit points mean two things in the game world: the ability to take physical punishment and keep going, and the ability to turn a serious blow into a less serious one.
As for prestige classes? Bloodclaw Master is all about shapeshifting and better two-weapon fighting with light weapons. Bloodstorm Blades somehow nonmagically make all their weapons gain the Returning magic weapon quality so they're all like boomerangs, while gaining ridiculous ricochet attacks and other abilities that blatantly out to be supernatural. Deepstone Sentinels manipulate elemental earth directly to form pillars of stone and ride around on them, smashing foes and doing other earth-elemental tricks. Eternal Blades gain a supernatural spiritual guide and acquire various benefits from that spirit. Jade Phoenix Mages are reincarnated mages with a mix of arcane spells and supernatural stances/maneuvers. Ruby Knight Vindicators blend divine spellcasting and special abilities to channel divine energy into martial maneuvers with continued development of their martial maneuvers/stances. Shadow Sun Ninjas manipulate light and dark, positive and negative energy, all the time and continue to learn more martial stances/maneuvers.
Bloodstorm Blades are only non-magical in a game-rule sense because the designers somehow though that none of their class features ought to be supernatural despite how much they break the laws of nature/physics.
SRD said:Extraordinary abilities are nonmagical, though they may break the laws of physics. They are not something that just anyone can do or even learn to do without extensive training.
All that said, you can still play a nonmagical, or fairly "traditional" warrior type with Tome of Battle if you choose the right feats, maneuvers, stances, and classes. And it can be great fun. It's just not what MOST of the book is oriented towards. Most of it's clearly dedicated to more superheroic, epic fantasy hero stuff like mythological heroes would be capable of, Hercules et al, not mere mortals in a gritty/semi-realistic setting.
On the subject of combat purpose. I use a simple template (RADR) to note general tactics employed by a group of enemy NPCs:
Recon
Assault
Defence
Retreat
Helps me organize typical responses outside those specific to their current goal.
Oops, left one out -- Ambush -- makes RADAR![]()
Again, I DID NOT say it is "anime in general", I said that most of it is closer to that genre than it is to gritty sword-n-sorcery. I even gave examples to back up my response. I also did not say it was a lot more work to make a classic sword-n-sorcery type of warrior, I just said that there are a lot less options for that kind of semi-realism as opposed to the more fantastical/supernatural/"anime or wuxia" sorts of stuff in ToB. And I pointed out that many maneuvers in every discipline are mystical to some degree. And swordsages are only explicitly supernatural at mid- to upper-levels when they get Sense Magic, which is fairly minor anyway.Eldritch Lord said:I saw that part of your post, and am simply contesting the assertion that ToB is "anime" in general, and that one has to work to make a S&S-style warrior; my point was that ToB is plenty mundane by default unless you choose maneuvers from one of the three explicitly supernatural disciplines available only to the explicitly supernatural classes.
Technically, if a Fighter stood there and did nothing, the sword to the face could be done as a coup de grace for potential insta-kill. Unless paralyzed or otherwise helpless, they're assumed to be doing at least a little bit of dodging or otherwise reacting at the moment of impact. Also, the Stone Dragon discipline description EXPLICITLY calls out the fact that it draws upon the external power of earth and stone, requiring the character to be in contact with the ground when using those maneuvers. While they may not necessarily be supernatural in game-terms, they're still mystical in nature even if the designers chose not to give them the supernatural type. It's like a monk's ki-abilities that aren't all supernatural or spell-like; the ones that aren't particularly flashy or blatantly magical just aren't labeled supernatural.Eldritch Lord said:Any fighter can stand there to take a sword to the face because he's "just that tough"--it's called "having lots of hit points." In fact, if you solely interpret HP as physical injury (as those who think Devoted Spirit healing is supernatural do) Conan is in fact standing there taking swords to the face. Besides, an Iron Heart/Tiger Claw warblade practically is Conan; as many on the intertubes have said, Iron Heart Surge would be a lot clearer if you replaced the entirety of the flavor and mechanics text with "BY CROM!"![]()
Lightning Throw sends the weapon in a straight line and then has it zip right back to your hand afterward. There's no bouncing around to ricochet in a clever way, nor a boomerang effect; it's a straight line. More than just stretching disbelief.Eldritch Lord said:Lightning Throw = Xena's chakram. Suspension-of-disbelief-stretching, sure, but not mystical.
Stone Bones = No more mystical than the barbarian's DR.
Mountain Hammer = Hit the weak spot for massive damage.
Comet Throw = I know Judo.
Ballista Throw = I know lots of Judo.
Tornado Throw = I'm really really good at Judo.
The world record for judo throws is 51 in 1 minute, which puts those maneuvers to shame; I couldn't find a distance record, but I'm guessing it would also be a lot less "mundane" than one would expect.
Ghostly Defense = I can trick you into missing me and hitting someone else.
However, every hit you take that deals HP damage necessarily inflicts at least some physical injury. Wound-healing effects can remove the HP damage, and many attacks can inflict extras like poison, the Wounding magic weapon effect, or other such side-effects that necessarily require inflicting a physical injury, however minor. Sure, some portion of a healing effect may have more to do with numbing pain or restoring stamina, but it's undeniable that when you use Crusader's Strike to revive an unconscious ally, THAT'S MAGICAL HEALING. Especially when you're 10 feet away. Also, its description even says that divine energy surrounds your weapon when using that maneuver.Eldritch Lord said:All of the Devoted Spirit healing maneuvers aren't necessarily magical:
Ignoring fatigue, improving morale, avoiding attacks through better positioning...all of these and more are perfectly valid mundane explanations for the healing.
Foehammer = I hit things really hard.
A placebo or simply believing yourself to be invincible will not save you from guzzling a keg of Black Lotus Extract (or getting bitten in the carotid artery of your neck by a black mamba, rattlesnake, or king cobra). Or getting knocked into next week by an angry titan's maul when that titan's using the Awesome Blow feat. Or avoid pissing your pants and panicking in terror when a Colossal Great Wyrm Red Dragon suddenly lands in front of you and roars in your face just before he eats you.Eldritch Lord said:The three Diamond Mind save-replacing maneuvers simply take your saves and give them higher numbers, not at all an extraordinary effect, through your concentration and will. Mind Over Body is no more supernatural than the placebo effect is.
A couple of attacks in 6 seconds with a pike or greatsword isn't outside the realm of sword-and-sorcery or low-fantasy, it's reasonably believable enough for a heroically strong dude. Since real-life archers can fire roughly an arrow a second, and records of Mongolian archers and others with advanced composite bow technology that's since been lost indicate that they could shoot even faster with their bows, I have no problem imagining a character with Manyshot or Rapid Shot. Sure it's not likely to be as accurate, but, D&D characters do suffer attack penalties when making multiple attacks in a round, generally.Eldritch Lord said:If Time Stands Still is supernatural, so is a full attack action. Show me a real-life warrior who can attack someone four times in the span of six seconds with a ten-foot pike, or four times in the span of three seconds with a longbow, and then we'll talk about Time Stands Still.![]()
Errr, no, barbarians don't shapeshift while raging. Frenzied Berserker is just idiotic design and blatantly absurd in how far it stretches the idea of berserker rage. It shouldn't be used as an argument for more absurd breaking of the suspension of disbelief for "nonmagical" characters. Also, the Bloodclaw Master's "Shifting" class feature is specifically designated as Supernatural.Eldritch Lord said:The Bloodclaw Master is about as magical as a barbarian's rage; you can take a class that lets you change your shape a bit by channeling your feral nature, or you can take a feat that makes you immune to fire while in rage and take class that makes you immune to death by HP damage while in rage. How is one more magical than the other?
JPM and RKV don't count, as they're spellcasting PrCs. Bloodstorm Blade, Shadow Sun Ninja, and Deepstone Sentinel I already said were supernatural. Eternal Blade gives you the same benefits as you'd gain from any old and wise mortal adviser.
I know the PHB2 has some ki-powered feats and such. It is wierd that they're not supernatural, but oh well. The designers of that book had plenty of other problems anyway with their design work and balance with the classes and options in that book, not just the Feats chapter.Eldritch Lord said:My entire point is that "most" of the book is no different than "normal" D&D. The vast majority of maneuvers are no more "out there" than anything people could already do--heck, there's a feat in PHB2 that already lets monks nonmagically create and throw nonmagical fire thanks to ki, and people complain about Desert Wind?--and most of them are much more mundane than people think when skimming the book. Hercules can easily be represented as a 7th-level martial character with exceptionally high stats. If you look past the fancy names to see what everything actually does, and compare it to what existing things in D&D can do, you'll see that it's not mostly supernatural or mostly wuxia at all.
I'm not trying to attack you with a point-by-point rebuttal or anything, and I realize you're not one of those rapid "OMG! ToB is teh evulz!" types. I just feel that you're letting its associations with anime characters and its video-game-ness, whatever that is, to influence your judgment on the matter.

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