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Tome of Battle: Bo9S classes in actual play?
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<blockquote data-quote="Rystil Arden" data-source="post: 3257347" data-attributes="member: 29014"><p>The FC II aspects are rather powerful for their CR, I'm told. A Buffed Mammon had nearly 500 HP, non-trivial AC for the fighters, a DR type that nobody in the party could penetrate, SR that the casters had trouble penetrating (I don't allow those cop-out Orb spells either), a vicious poison that only the Monk could ignore, massive melee damage, and a touch that makes you kill your allies and steal their treasure with a Will Save high enough that (in the real fight when he got to use it) the Fighter only made it because of the Paladin of Freedom Aura against compulsions. Mammon is a monster in melee and has good spells to boot, and this showed in the actual fight (and the playtests without the Warblade). The problem was the Warblade's ability: Mammon, for all his powers, is not immune to stunning. The Warblade charged everyone into position with a stunningly-powerful (literally) charge, and the fact that the crazy-number-of-attacks Ninja could <em>afterwards</em> have two full attacks against him flat-footed (not to mention everyone else) sealed his demise.</p><p></p><p>I think for Warmaster's Charge to be balanced, it needs to have a saving throw on the stun (make the DC rise if more people hit), and it should require the other chargers to ready an action to participate (*or* alternately, they don't get to act until next round and add a cap o nthe to-hit bonus from multiple chargers)</p><p></p><p>EDIT: By the way--I'm frightened if you have level 17 PCs who can each do ~500 damage in one round with their best move. I've seen builds that can do it easily (I've even had them in my games), but I don't think they are a good comparison for what is balanced <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> For comparison, a Twinned Meteor Swarm followed by a Quickened Meteor Swarm (With Metamagic Rods I guess), all of which strike the same target for bludgeoning, deals 336 damage to a target with no energy resistances if they all hit and the target doesn't have SR.</p></blockquote><p></p>
[QUOTE="Rystil Arden, post: 3257347, member: 29014"] The FC II aspects are rather powerful for their CR, I'm told. A Buffed Mammon had nearly 500 HP, non-trivial AC for the fighters, a DR type that nobody in the party could penetrate, SR that the casters had trouble penetrating (I don't allow those cop-out Orb spells either), a vicious poison that only the Monk could ignore, massive melee damage, and a touch that makes you kill your allies and steal their treasure with a Will Save high enough that (in the real fight when he got to use it) the Fighter only made it because of the Paladin of Freedom Aura against compulsions. Mammon is a monster in melee and has good spells to boot, and this showed in the actual fight (and the playtests without the Warblade). The problem was the Warblade's ability: Mammon, for all his powers, is not immune to stunning. The Warblade charged everyone into position with a stunningly-powerful (literally) charge, and the fact that the crazy-number-of-attacks Ninja could [I]afterwards[/I] have two full attacks against him flat-footed (not to mention everyone else) sealed his demise. I think for Warmaster's Charge to be balanced, it needs to have a saving throw on the stun (make the DC rise if more people hit), and it should require the other chargers to ready an action to participate (*or* alternately, they don't get to act until next round and add a cap o nthe to-hit bonus from multiple chargers) EDIT: By the way--I'm frightened if you have level 17 PCs who can each do ~500 damage in one round with their best move. I've seen builds that can do it easily (I've even had them in my games), but I don't think they are a good comparison for what is balanced :uhoh: For comparison, a Twinned Meteor Swarm followed by a Quickened Meteor Swarm (With Metamagic Rods I guess), all of which strike the same target for bludgeoning, deals 336 damage to a target with no energy resistances if they all hit and the target doesn't have SR. [/QUOTE]
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