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<blockquote data-quote="StreamOfTheSky" data-source="post: 5138046" data-attributes="member: 35909"><p>Mainly because I'm not familiar with the infinite action trick with WRT. Infinite loops are just one thing in particular I generally don't even bother reading about (Pun Pun the main exception, because you just have to read that!) since the premise alone is just so beyond what any actual game would ever allow. I mean, I know the maneuver rather well, I've used it a lot. I've been in groups where most of the party had it and we may not have done inifinite actions, but we had enough in a row to make any encounter a joke. The thing with the antimatter was just that it requires so much willingness on the part of the DM to make the "right" judgement calls to make it work. Something like using WRT repeatedly seems like more of something that rules allow on their own. You either have another swift action and maneuver readied to use WRT again or you don't. With the availability of antimatter in the campaign, it's much more reliant on DM fiat to work. I imagine.</p><p></p><p></p><p></p><p>Ok, that's fair then. I do think even without insane tricks, WRT and IHS are very powerful for the low level you get them at. Then again, ditto for Wings of Cover and Abrupt Jaunt (both of which I nerfed with extreme prejudice, incidentally). I actually really like the ToB. My main issues with it are how it left all the other non-casters in the dust (which I can fix by boosting said classes with houserules, so eh, not much of an issue) and the damage dealt. I know, the argument is that they do no more than a raging barb or a one trick charge build Paladin/Fighter. But that's still a lot of damage. And the non adept classes had to invest alot more or face far more situational circumstances under which they can do that high damage. I mostly just have to ask, "Most people agree the issue for melee characters was never the damage they dealt (if it were an issue, Evocation wouldn't be considered the weakest school and focused fire wouldn't be the preferred 'tactic' groups use in combat), but rather...every single other aspect of the game. So great, ToB gave them abilities to buff, to dispel magical affects, to do some battlefield control and lockdown, and so forth. But why did they deel the need to provide such insane damage boosting strikes? Or the abusive damage potential you can get with Stormguard Warrior and 10 or more brain cells to know what to do with it?" Those are my issues with ToB.</p><p></p><p></p><p></p><p></p><p>In America, Soviet Russia jokes make you.</p><p></p><p></p><p></p><p>L0L, yur tiepen's all meesed up!</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5138046, member: 35909"] Mainly because I'm not familiar with the infinite action trick with WRT. Infinite loops are just one thing in particular I generally don't even bother reading about (Pun Pun the main exception, because you just have to read that!) since the premise alone is just so beyond what any actual game would ever allow. I mean, I know the maneuver rather well, I've used it a lot. I've been in groups where most of the party had it and we may not have done inifinite actions, but we had enough in a row to make any encounter a joke. The thing with the antimatter was just that it requires so much willingness on the part of the DM to make the "right" judgement calls to make it work. Something like using WRT repeatedly seems like more of something that rules allow on their own. You either have another swift action and maneuver readied to use WRT again or you don't. With the availability of antimatter in the campaign, it's much more reliant on DM fiat to work. I imagine. Ok, that's fair then. I do think even without insane tricks, WRT and IHS are very powerful for the low level you get them at. Then again, ditto for Wings of Cover and Abrupt Jaunt (both of which I nerfed with extreme prejudice, incidentally). I actually really like the ToB. My main issues with it are how it left all the other non-casters in the dust (which I can fix by boosting said classes with houserules, so eh, not much of an issue) and the damage dealt. I know, the argument is that they do no more than a raging barb or a one trick charge build Paladin/Fighter. But that's still a lot of damage. And the non adept classes had to invest alot more or face far more situational circumstances under which they can do that high damage. I mostly just have to ask, "Most people agree the issue for melee characters was never the damage they dealt (if it were an issue, Evocation wouldn't be considered the weakest school and focused fire wouldn't be the preferred 'tactic' groups use in combat), but rather...every single other aspect of the game. So great, ToB gave them abilities to buff, to dispel magical affects, to do some battlefield control and lockdown, and so forth. But why did they deel the need to provide such insane damage boosting strikes? Or the abusive damage potential you can get with Stormguard Warrior and 10 or more brain cells to know what to do with it?" Those are my issues with ToB. In America, Soviet Russia jokes make you. L0L, yur tiepen's all meesed up! [/QUOTE]
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