roguerouge
First Post
Completely acceptable use of the spell. Remember that, at that level, quickened spells are de rigeur, so he's really trading the opportunity to do two spells in time stop for one spell outside it.
That was my initial objection, almost exactly. It holds up if you think that Time Stop's effect is to give you 2-5 "mini-rounds" in which to do stuff, but all of which happens on your current turn.It doesn't work and here is why: a readied action is still a standard action, its just triggered when a specified occurence happens. It still takes standard action amount of time to do, you're simply waiting to take that action.
Once Time Stop is cast, he can't then take another standard action. You get one a round, and there are no exceptions.
What it sounds like is that the player assumes he can cast the spell and somehow delay it going off until the Time Stop is over, which simply isn't the case. He says the words, makes the motions, and the spell goes off, or in the case of casting a spell that effects others during Time Stop, it doesn't because the spell says you can't.
Bottom line, hes trying to take two standard actions in a round, which is against the rules.
Oh, we knew. Suffice to say that winning this fight (against buffed bad guys teleporting in when we weren't ready for them) was far, far more important than saving loot. And this is coming from the greediest, most acquisitive member of the party.Did said bad guys have gear (also known as "treasure")? If so, maybe it's best he never got off the Disjunction. The player is aware of what that spell can do, right?
And aside from losing massive amounts of loot, if any NPC had even a crappy little artifact, the player's wizard could've been royally boned.
White raven tactics is one of the most broken things in the entire Bo9S book as written...I think they simply forgot to include the part where it only works on OTHER allies. It's not nearly as powerful that way, and its how I voluntarily nerfed it for a Warblade I am playing currently.
What, your DM never demonstrated why that's a bad idea with a small group of High Dex characters with WRT and Improved Initiative to TPK you? AKA, turned the tactics around on you with, say, Wizards.No, no. You see, every group I've ever played in or been DM for has ruled it just as you do. It's still crazy. Mind you, I'm not complaining. I like WRT. I was just using it as a comparison to the trick the OP was asking about, to say it doesn't seem so bad considering you can do WRT 12 levels earlier.
[sblock]I was once in aparty where myself and two others were Warblades, all about level 6-8. All with WRT readied AND a novice crown of the WR (with you-know-what as the chosen maneuver). First combat, we all rolled high initiative (it helps that Imp. Init is a bonus feat) and proceeded to utterly rape the entire opposition before they could move! It went something like...
Me: [round's action] + WRT Warblade 2!
W2: [round's action] + WRT Warblade 3!
W3: [round's action] + WRT Warblade 1 (me)!
Me: [round's action] + WRT Warblade 2!
W2: [round's action] + WRT Warblade 3!
W3: [round's action] "...ok, bad guys. You can go now."
And yes, we managed to use move + standard action strike maneuver to always chain ourselves within 10 ft of another Warblade in order to keep the chain alive. The DM was...upset.[/sblock]
What, your DM never demonstrated why that's a bad idea with a small group of High Dex characters with WRT and Improved Initiative to TPK you? AKA, turned the tactics around on you with, say, Wizards.
Oh, arms races are bad in games. However, when the players are dismantling encounters with little-to-no risk to themselves, and simply walking over everything the DM throws at them, it's merely "keeping up" rather than "racing ahead".Well, that particular DM wasn't very good at... rules. She could do roleplaying pretty well and was creative, but didn't particularly like the complexities of the D&D rules set.
I added an edit, I'm considering limiting WRT to one use per ally per combat if it ever starts getting abused in my games. Still, it's pretty scary for a level 3 maneuver. And while I'm a big proponent of "what's good for the players is good for the DM," some arms races just aren't worth having. Same reason I just plain banned Mord's Disjunction, instead of the standard "cold war standoff" most groups seemed to approach it with.
It's actually somewhat difficult to find things in the Tome of Battle: Book of Nine Swords that are really stronger than the Core Druid with natural spell; likewise, the Tome of Battle is less broken than Divine Metamagic(Persistent Spell) played as written for a savvy cleric. Granted, those aren't the best comparison in the world (the Druid is fairly overpowered in 3.5, if played well), but the Tome of Battle mostly just lets high-level melee characters pick up something comparable to the power of high-level casters, without having to be a one-trick pony (like an Ubercharger usually is). There are some broken things in there (such as White Raven Tactics), but for the most part, it's an equalization attempt for melee and casters.IMHO, Bo9S is full of not-so-well-tested experimental rules and using that book without some modifications may easily break game balance. While interesting, it is one of the most broken official supplement books from the beginning. So, no good to be used for comparison here.