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Tome of Battle: Bo9S classes in actual play?
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<blockquote data-quote="Rystil Arden" data-source="post: 3249466" data-attributes="member: 29014"><p>White Raven Tactics and Warmaster's Charge are both insane--tactics is worse only because it is a very low level manoeuvre and can ruin your day quickly. The one that lets you use your Concentration check (and later double your Concentration check) as your damage roll is also easily abusable at certain levels. Some of the Ability Damage with no save powers I've found can let the initiators turn otherwise powerful enemies into mincemeat. There are also a lot of synergistic combos using several otherwise-innocuous abilities that you keep on reserve to create an intimidating suite of protective measures and attacks, though the ability to do so is one thing I thought was quite cool about the system (if only it weren't quite so powerful).</p><p></p><p>I would say a 'dumb-powergamer' will get enough power out of the classes to get his jollies, but probably won't make your casters look like jokes (one thing I noted in playtests is that the initiators almost never make the casters look like jokes, but they are often better than having another caster or indeed any other class--this is because the caster gets to buff the initiator (and stop enemies from debuffing) and then the initiator kills all or many of the enemies itself after buffage, so everybody contributes. This is good for fun at the table, so long as everyone else is okay with playing support because nobody is being outshone, but it still means you have to throw harder enemies at them to challenge them, which for me isn't a big issue--it just means the fights will be more climactic (I'd rather see them fighting an Aspect of Mammon than four dire rats and a wereat as the BBEG myself). </p><p></p><p>I hear Savage Tide is a killer, so that probably won't be a problem for you (although I hear Shackled City is a killer, and my group made weird and ineffective characters for SC and we still managed to beat the first three modules with no casualties, despite our motto of "No rest until the dungeon is cleared". Ask us about how we beat Module 3 without resting--the skeleton dino fight was particularly amusing <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />)</p></blockquote><p></p>
[QUOTE="Rystil Arden, post: 3249466, member: 29014"] White Raven Tactics and Warmaster's Charge are both insane--tactics is worse only because it is a very low level manoeuvre and can ruin your day quickly. The one that lets you use your Concentration check (and later double your Concentration check) as your damage roll is also easily abusable at certain levels. Some of the Ability Damage with no save powers I've found can let the initiators turn otherwise powerful enemies into mincemeat. There are also a lot of synergistic combos using several otherwise-innocuous abilities that you keep on reserve to create an intimidating suite of protective measures and attacks, though the ability to do so is one thing I thought was quite cool about the system (if only it weren't quite so powerful). I would say a 'dumb-powergamer' will get enough power out of the classes to get his jollies, but probably won't make your casters look like jokes (one thing I noted in playtests is that the initiators almost never make the casters look like jokes, but they are often better than having another caster or indeed any other class--this is because the caster gets to buff the initiator (and stop enemies from debuffing) and then the initiator kills all or many of the enemies itself after buffage, so everybody contributes. This is good for fun at the table, so long as everyone else is okay with playing support because nobody is being outshone, but it still means you have to throw harder enemies at them to challenge them, which for me isn't a big issue--it just means the fights will be more climactic (I'd rather see them fighting an Aspect of Mammon than four dire rats and a wereat as the BBEG myself). I hear Savage Tide is a killer, so that probably won't be a problem for you (although I hear Shackled City is a killer, and my group made weird and ineffective characters for SC and we still managed to beat the first three modules with no casualties, despite our motto of "No rest until the dungeon is cleared". Ask us about how we beat Module 3 without resting--the skeleton dino fight was particularly amusing :D) [/QUOTE]
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