Nifft said:
There are a number of re-flavoring projects, but those who care deeply about such things should be more than capable of doing it themselves!
Seriously, just change the names of the maneuvers. Mithral Tornado -> Crom's Scythe; Iron Heart Surge -> Crom's Rebuke. Bah-dah-bing, bah-dah-boom.
Steal names from fencing styles for Diamond Mind.
Etc., etc.
Now, I'm enough of a RP'er that I'd rename the maneuvers myself if I felt my character concept called for something different than the names that are in the book; so your work of renaming would likely be wasted on my PC. But don't let that discourage you!
- - -
Some people have similar objections to Psionics, I've found. A simple re-name and "ooo, terrible psionics" becomes "wow, a cool spell-point system".
Cheers, -- N
Meh, it still doesn't do it for me when I want a traditional setting with warrior-type Fighters, Knight/Soldier guys, etc. Some of your suggestions are okay, and I have already done this myself when I include them, though the Diamond Mind as fencing I find to be particularly offsetting (in a "Huh, I can't see how that suggestion would possibly work for anyone" kind of way). Nothing that the Diamond Mind school does comes even close to resembling Swashbuckling. You'd need to rewrite the manoeuvres in it for mechanics as well.
Other schools that wouldn't fit without also changing mechanics--
Diamond Mind: Already covered
Shadow Hand: No matter what you call it, you're doing cold damage, stepping through shadows, and draining ability scores
Desert Wind: No matter what you call it, you're doing energy damage, often in a weird area at higher levels
Two that work for Monk-type guys but still not traditional Fighters--
Setting Sun: You are making Trip and Grapple checks with these manoeuvres. This works for a Brawler or Monk, but not most fighters
Tiger Claw: You're jumping around the battlefield with this one. Again, monkish, not fighterish.
One that works for Paladins, but still not traditional Fighters--
Devoted Spirit: You're healing with some of these guys. Then again, if you have Devoted Spirit, you're a Crusader, which is more like a Paladin. However, the actual Paladin has other things that I'd want on a Paladin that the Crusader does not, though Crusader is miles stronger than Paladin mechanically. I also happen not to like Devoted Spirit healing (or any other "heal infinitely while you keep fighting" variant) due to the way it encourages you to leave one weak enemy alive so you can heal up to full, but I have my own fixes for that.
That leaves us with Iron Heart, Stone Dragon, and White Raven. Of those, White Raven only stays because there is something to be said for the 'Captain' or team-leader aspect of some Fighter or Knight paradigms. Many do not have this and would not work with White Raven (though since White Raven has some undeniably powerful manoeuvres, players who were more focused on mechanics than RP would still grab them, probably). Iron Heart is pretty much 100% fine with little or no change. Stone Dragon is conditionally useful for those who fight like a Dwarf might, or the big strong tank characters, which is a significant number of Fighters, though of course not all. Another option is to pull some of the few off-theme manoeuvres out of other disciplines (Setting Sun and Tiger Claw both have a few that could work. Even some of the others too).
But by the time you've done that, you still don't have traditional Fighters. You have some kind of hybrid western Warblade.
And while that's fine, I'm a bit different than many of the people who issue flavour comments on Bo9S. Many of them say things "I hate the wuxia/eastern/<insert their term> flavour of these classes, so I'll never use them because they can't fit in my game." I don't hate the flavour, and I do think they fit in most of my games. But I do not like the flavour of a game where they are the default. I guess that's the bottom line. I use a lot of classed NPCs with PC classes in my games. And I like the martial adepts as secret elite schools that train in unusual martial disciplines. I don't want every watch commander to be a Warblade instead of a Fighter, every lieutenant of the mad god to be a Crusader instead of a Blackguard, every commanding officer of the hobgoblin brigades to again be a Warblade instead of a Fighter, etc.
And on the other hand, I don't want four out of six PCs to be from the 'secret school that almost nobody knows about' unless there's a shared backstory reason and we've all agreed to play a Bo9S game (which would be one of the cases I mentioned where I just throw it all in).
Especially since I have people who like playing the regular melee classes. Now it's one thing to throw in a weaker class (like the Swashbuckler given in an example above) and say: "Hey gang, here's a new class. It's a bit weaker, but if you like it, go for it!" It is quite another to say "Hey gang, I'm throwing in these new classes that are better than a lot of the current ones. Specifically you, Bob. I know you enjoy playing Fighter types and your favourite character was your Fighter/Monk. These new classes will destroy those two classes in every way." And Bob responds "You mean the Bo9S classes? I said they aren't really fun for me to play, so you had to know I'm going to stick with Fighters." I contend that there is not symmetricality here--by adding in options that make a player's favourite basic core options (and ones you want to see represented anyway) obsolete, I think you are doing that player a disservice. On the other hand, if you add in weaker classes and they want to try one, that's a different story. The key is that the Bo9S guys are the newcomers here.
Anyway, my restriction of 'One school only, we'll convert a few manoeuvres from other schools to your school to add in a good mix and give you enough to fill out manoeuvres known' has led to Martial Adepts that are still among the stronger characters in their groups (one is arguably the strongest in a group that includes a Druid, and is certainly better than the Druid). And it fits with my flavour of 'secretive schools that teach you a special style of technique', as you only know the one schools of techniques. And it allows Fighters to maintain semi-viable (Martial Adepts are still better, but the Fighter isn't humiliated). This is win-win-win for me.
However, as I said many times above, it is almost certainly true that the way it works will vary for everyone across each of their styles and games (in fact, it varies across the games I run

).
I can accept that the way you use the Bo9S is the correct one for your group and your games. In fact, I'm sure of it. Can you accept that what I've done is correct for my group and my games?