Tome of Battle: The Book of Nine Swords: Proto-Review

I spent an amusing hour+ reverse engineering the Warblade/Mo9 earlier in the thread... and can more or less replicate it with initial stats of 15/14/13/12/10/8, 760K gold and the assumption that maneuvers granted by Crown of the White Ravenesque items cannot be used to fulfill prereqs. More or less because the stats listed neglected Improved Initiative (Mo9 prereq) and Battle Clarity (Warblade 1). My reconstruction does require 3 Master level Crown type items and the build is horrifically unoptimised (Five-Shadow Creeping Ice Enervation Strike with a wis of 10?! Heavy Armor proficiency?!). I'm pretty sure the random +1 damage listed for the Tiger Claw strikes is a misreading of Blade Meditation, if anyone cares.

Perhaps more relevantly, I think ToB is quite well balanced. Firstly, realize that the Warblade should be compared to the barbarian (both get d12 hp, medium armor, uncanny dodge and 4 skillpoints/level) rather than a fighter. Compared to a Barb, the Warblade seems less intimidating: Time Stands Still is *quite* impressive... but, believe it or not, Mighty Rage is as big a damage boost (more or less, depends on the AC of the opponent, the scarier the opponent the better rage is) and Mighty Rage does not need to be refreshed every other round.

If you take a careful look at the ToB, you will note that ToB does very little to increase Martial Adept *full attack* damage above that of the Fighter/Barb, if in fact it does so at all. Time Stands Still/Raging Mongoose/Inferno Blade are very powerfull indeed, but so are rage and even stacked weapon spec/mastery. The big difference between Fighters/Barbs and Martial Adepts is in their effectiveness *if restricted to standard attacks*. Fighters and Barbs are reduced to utter impotence while Martial Adepts can use standard action strikes to match unoptimized fighter/non-raging barb full attack damage. This is the (only, huge) power boost that the martial adepts recieve, and it is not a game breaking problem, but rather fixes one: getting full attacks against competant foes is somewhere between difficult and impossible at high levels (unless the foe is a melee monster, in which case he can afford to trade full attacks and will probably get the first one in because he has greater reach and then *you* want to avoid getting full attacks); and without reliable full attacks fighters/barbs aren't worth the party slot.

Are ToB classes more powerful that fighters/barbs? Yes, but their maximum damage output is the same. When both are perfoming at their best, they are equivalent. ToB classes are just more flexible in combat (i.e. not frequently reduced to impotence), and thanks to some actual skill points not utterly useless outside of it.

-Kraydak
 

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Kmart Kommando said:
actually, free and swift actions can be taken at any point in your turn.

SRD said:
Free Action: Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally.

You can charge someone and cast a quickened true strike during the charge, which is also a swift action.

I'm not sure that is really the intent of the quote from the SRD. It's in the context of only being able to perform a standard + move action or a full round action during a round, and is (in my reading of it at least) clarifying that you can take a free action as well as your normal action allowance.

While it's legal to cast a quickened true strike, and then charge, I don't believe it's legal to cast the quickened true strike between the move and the attack included in the charge action.

At least, I'm not aware of any direct rule in the SRD (or even any examples) which state that you can take a free action between the constituent parts of another action. The closest example I can find is a 5ft step, which while it is a free action, is also explicitly called out under full round action stating you can take one during your action, indicating to me that it's an exception to the normal rule (otherwise, why call it out?)
 

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