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Tome of Battle: Bo9S classes in actual play?
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<blockquote data-quote="Mort" data-source="post: 3262433" data-attributes="member: 762"><p>I ran the beginning of Red Hand of Doom with the ToB classes (1 warblade, 1 swordsage, 1 crusader and a duskblade as the anomoly) and the Crusader came of extremely strong in actual play. The ability to delay damage in combat was huge - he could get hit then heal the next round before he felt most of the damage. </p><p>Martial spirit (stance allowing 2 hp's gained every time the crusader hits), even though it looks inconsequential was very good because it was absolutely free healing to the crusader and anyone in range.</p><p>Also the crusader had by far the best AC in the party as he could wear full plate and use a large shield (none of his manuevers depended on mobility).</p><p></p><p>[Edit:forgot to add]</p><p></p><p>The crusader's recovery method, even though it looks wonky, worked great in actual play. I printed up the manuevers on card stock paper for ease of reference, and the crusader had no problem determining his manuevers. Further, because the crusader's recovery method is automatic, he could cycle through manuevers very rapidly, realistically even faster than the warblade. He did have the feat that allows 1 extra readied manuever (which seemed to help a lot).</p><p>[edit]</p><p></p><p>The Warblade looked great on paper but his AC was only 16 and he had no range so he was in a world of hurt when (spoiler for Red Hand of Doom) </p><p>[sblock] he got first pincushioned then mobbed by hobgoblins in the first encounter[/sblock]</p><p>The crusader had to rescue him.</p><p></p><p>The warblade also wasn't much good against (again spoiler)</p><p>[sblock]the hydra, lack of range really hurt him[/sblock]</p><p>he had to be saved by the duskblade (a duskblade with spring attack is pretty effective btw).</p><p></p><p>I'd say the crusader is a fun and strong class.</p></blockquote><p></p>
[QUOTE="Mort, post: 3262433, member: 762"] I ran the beginning of Red Hand of Doom with the ToB classes (1 warblade, 1 swordsage, 1 crusader and a duskblade as the anomoly) and the Crusader came of extremely strong in actual play. The ability to delay damage in combat was huge - he could get hit then heal the next round before he felt most of the damage. Martial spirit (stance allowing 2 hp's gained every time the crusader hits), even though it looks inconsequential was very good because it was absolutely free healing to the crusader and anyone in range. Also the crusader had by far the best AC in the party as he could wear full plate and use a large shield (none of his manuevers depended on mobility). [Edit:forgot to add] The crusader's recovery method, even though it looks wonky, worked great in actual play. I printed up the manuevers on card stock paper for ease of reference, and the crusader had no problem determining his manuevers. Further, because the crusader's recovery method is automatic, he could cycle through manuevers very rapidly, realistically even faster than the warblade. He did have the feat that allows 1 extra readied manuever (which seemed to help a lot). [edit] The Warblade looked great on paper but his AC was only 16 and he had no range so he was in a world of hurt when (spoiler for Red Hand of Doom) [sblock] he got first pincushioned then mobbed by hobgoblins in the first encounter[/sblock] The crusader had to rescue him. The warblade also wasn't much good against (again spoiler) [sblock]the hydra, lack of range really hurt him[/sblock] he had to be saved by the duskblade (a duskblade with spring attack is pretty effective btw). I'd say the crusader is a fun and strong class. [/QUOTE]
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