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Tome of Battle: Bo9S classes in actual play?
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<blockquote data-quote="Rystil Arden" data-source="post: 3248503" data-attributes="member: 29014"><p>I guess Desert Wind works better with single attacks if fighting multiple opponents because of all the great area spells and the attack-everyone-you-move-past one. He probably picked the better build for a solo fight exactly because of those three energy damage boosts. As to the Dex bonus--he indeed started with 19 or 20, pumped all the boosts into it, and spent his last pennies on the +6 gloves of Dex.</p><p></p><p>Overall, I was quite impressed with the concept of the Bo9S mechanics, some of the most innovative I'd seen and well-thought-out mechanics-wise. However, the balance of the ensemble packages they offered using the mechanics was possibly the worst in any book that WotC has ever put out since 3.5 began (excepting Complete Divine if you include the Dweomercheater of Mystra from the web enhancement--I'll forgive Complete Adventurer for Wraithstrike). </p><p></p><p>This may mean nothing to anyone but me, but the Warblade class proved in playtest to be balanced with (and sometimes better than) the gestalt classes I wrote up for my Neospelljamming setting (which are often better than playing a normal gestalt because I give them extra synergistic abilities). That said, since I like to tinker with things, it would be easy for me to buff all the other classes so that they could play nicely with the full Bo9S classes or to (as I did in this case) nerf the Bo9S classes until they play nicely with the normal classes, depending on if I want a high-power game or a more normal game. The sad thing is for GMs who are excited by the ideas in the book but don't have the time or inclination to tinker with the rules as much as I do--they're going to be stuck either shelving the book completely or enduring the balance issues (though hopefully they'll figure out that certain manoeuvres, like White Raven Tactics, must be banned)</p></blockquote><p></p>
[QUOTE="Rystil Arden, post: 3248503, member: 29014"] I guess Desert Wind works better with single attacks if fighting multiple opponents because of all the great area spells and the attack-everyone-you-move-past one. He probably picked the better build for a solo fight exactly because of those three energy damage boosts. As to the Dex bonus--he indeed started with 19 or 20, pumped all the boosts into it, and spent his last pennies on the +6 gloves of Dex. Overall, I was quite impressed with the concept of the Bo9S mechanics, some of the most innovative I'd seen and well-thought-out mechanics-wise. However, the balance of the ensemble packages they offered using the mechanics was possibly the worst in any book that WotC has ever put out since 3.5 began (excepting Complete Divine if you include the Dweomercheater of Mystra from the web enhancement--I'll forgive Complete Adventurer for Wraithstrike). This may mean nothing to anyone but me, but the Warblade class proved in playtest to be balanced with (and sometimes better than) the gestalt classes I wrote up for my Neospelljamming setting (which are often better than playing a normal gestalt because I give them extra synergistic abilities). That said, since I like to tinker with things, it would be easy for me to buff all the other classes so that they could play nicely with the full Bo9S classes or to (as I did in this case) nerf the Bo9S classes until they play nicely with the normal classes, depending on if I want a high-power game or a more normal game. The sad thing is for GMs who are excited by the ideas in the book but don't have the time or inclination to tinker with the rules as much as I do--they're going to be stuck either shelving the book completely or enduring the balance issues (though hopefully they'll figure out that certain manoeuvres, like White Raven Tactics, must be banned) [/QUOTE]
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