Warblade and Swordsage: Overpowered?

Actually there's no text that I can see that suggests the Javelin is in any way a two-handed weapon. It doesn't take a full-round-action to throw. That rule is for melee weapons without a range increment listed, such as a greatsword or greataxe.

Without any rules stating otherwise, you can draw and throw javelins with one hand, as far as I know. If you had TWF you could throw them two at a time. You could draw two of them, hold one in each hand, and take a 2-attack Full Attack Action, again, as far as I know, since I don't think there are any rules about passing an item from one hand to the next.

Drawing a javelin is a move action, throwing a standard action. This requires one hand. A greatsword-wielding character can take a hand off his sword (free action), draw a javelin (move action), throw the javelin (standard action), and return his hand to his weapon (free action). Same as drawing/throwing a throwing axe, as far as I can see. He's still melee ready. You just end up with fewer, because they are essentially a heavy ammunition.

My current character uses both javelins and a bow. I rarely use the bow. Have to drop the 2hander, pull the bow, use the bow ... then I can't move if I want to get my 2hander back because it is on the floor.

We have fought a dragon out-doors ... was better to get a Fly spell, but with the dragon's movement rate it came down to a stalemate ... it could fly past and use its breath every few rounds and nobody could catch it or try a flyby attack, but with our protections we took little actual damage from either and did about the same damage to the dragon, if not more. So we were pinging eachother. The dragon could retreat and wait for the buffs to wear off, but we could retreat somewhere the dragon couldn't reach. If the dragon got pinned down, it was going to eat the big melee damage, and every time it came past it was open to spells.

It's one of those oddities of D&D that things tend to narrow down to about <100' battlemaps. One, the game encourages miniature use, and at 5' = 1", it's hard to get much on there. Designers tend to establish encounters that can fit on the more common dining-room table, which is 5'x4' IIRC. That's about 300' x 240' for the biggest combat board your average game group can field, and that's leaving no room for books and sheets and snacks and stuff. "Big" battles seem to be 100'x100' square or less, most common encounters seem to be 25'-60' on a side.

Is that unfairly weighted toward melee combat? Yea, pretty much. Especially unfairly weighted against LARGE RANGE INCREMENTS. 30' increment really seems to be about the cherry increment. Not too short, not uselessly long.

What are the ranged guys doing? Skirmishing around the edges of the melee combat. Most are engaging within 20-30' of the melee. I see 10-to-1 "firing into melee" penalties to "range increment" penalties.

It can be argued that in a fair or perfect world, the guy with the 110' range increment could put the injury on somebody with a melee weapon. Sure. Hypothetically. But the designers don't put those sort of things in their games, nor the GMs. When they show up, it isn't an "average" combat ... that becomes the focus of the combat. The "Sniper" combat or the "Flying Islands" combat. They're set pieces. Like fighting on rope bridges over chasms and lava lakes.

Not that you can't make a very effective ranged combatant character. With feats and spells and abilities, you can be very effective. But it's not, that I've ever seen, "effective because the guy has to run over 300 feet of open ground or air to get at me". It is "effective somewhere outside of the foe's threat range". A bow-based character is just as effective, essentially, 5' outside of the foe's threat range as 105' outside of the foe's threat range. Their only worry is keeping the melee guy off them. If that means the party tank is keeping the monster from him, or that the guy has to cover 300' of open ground, it's essentially the same to the bowman.

More likely, the party is kicking down the "door" of a 25'x25' to 100'x100' room and beating the snot out of a collection of monsters in there. Lots of variations on the theme, but go through a dungeon magazine or review the last half-dozen combats in your home game ... "PCs arrive on 100'x100' or less field, melee ensues." Stuff is thrown in there to make it interesting and different.

--fje
 
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Good points, HeapThaumaturgist.

I agree that range increments larger than the shortbows (60 ft) are usually irrelevant. But the difference between the javelin (30ft) and the shortbow is large enough to matter in most combats I run....for the PCs optimized for missile weapons. That is, being farther away than 30 ft is ideal for missile oriented PCs, and the extra -2 atk because of range is enough to matter. (Ignoring sneak attack, etc.)

However, if your PC is built around melee, having any missile weapon at all is rather superfluous, IME. Sure, once every 3 or 4 meetings having a missile weapon is nice, but most of the time moving into melee range is a better tactic than using a round for missile fire.

So (depending on campaign), does it matter that Warblades don't have proficiency with non-thrown missle weapons? Nah.

....and if it really is a proplem, there's always that one level of Ftr to solve it.
 

Personally, I feel that comparing a Warblade with Insightful Strike to a two-handed weapon type is the wrong approach. The Barbarian or Fighter gets no benefit from a full attack action. Their single attack is not as powerful as the Warblade’s Insightful Strike, and they have no real way to compensate.

A better choice might be a dual-weapon type, who can get a benefit from a full attack action.

For example:

Dual-Weapon Specialist: Fighter 5 (Dwarf); HD 5d10+15 (47 hp); Init +2; Spd 20 ft. (4 squares); AC 17 (+5 breastplate, +2 Dexterity), touch 13, flat-footed 15; Base Atk/Grpl +5/+8; Atk +1 Dwarven Waraxe +10 melee (1d10+6/x3); Full Atk +1 Dwarven Waraxe +8 melee (1d10+6/x3) and +1 Dwarven War Axe +8 melee (1d10+4/x3)

Str 16, Dex 15, Con 16 Int 10, Wis 10, Cha 6

Feats: Two-Weapon Fighting, Over-sized Offhand Weapon, Weapon Focus (Dwarven Waraxe), Weapon Specialization (Dwarven Waraxe), 1 other feat

Against a troll (AC16), this character does an average of 13.65 damage per round it does a full attack action (65% chance to hit, 11.5 and 9.5 average damage per weapon). Over two rounds this is 27.3 points of damage.

Against the troll the warblade with the 1d20+17 damage Insightful Strike does 20.63 average damage (75% chance to hit, 27.5 average damage). On the second round it does an average of 7.88 (75% chance to hit, 10.5 average damage). Total over two rounds is 28.5.

As you can see this brings the two closer. The warblade is not dependent on the full attack action, so it has another edge over the fighter. Combine that with flexibility, and the warblade overall wins.

But, that is just 5th level. What about 6th level?

Give the Warblade Weapon Specialization and a +2 Strength item. Give the Fighter Two Weapon Pounce and Improved Two-Weapon Fighting and a +2 Dex item (so it can qualify for ITWF).

Against an Ettin (AC18) the fighter does an average of 22.05 damage when it can do a full attack action (4 attacks, 2 at 65% and 2 at 40%, same average damage). If it cannot do a full attack action but can charge, it does 13.65 damage on average. If it can full attack every round, it does 44.10 damage over two rounds. If it has to charge one round and full attack the next, it does 35.7 damage over two rounds.

The warblade’s Insightful Strike does up to 21.38 points of damage on average against the ettin, and it’s second round it full attacks for an average of 16.88 damage. Over two rounds, that is 38.25 points of damage.

In one level, the two-weapon specialist can leapfrog the warblade in shear damage, given the examples set forth. There might be other maneuver or stances or whatever that levels this back out, but given the parameters set out, the fighter isn’t doing that poorly, in my opinion.

None of my calculations include the cloak or whatever that gives +5 to Concentration checks. I know this means I am not arguing the RAW. It would add 3.75 points to the Warblade’s numbers (75% chance to hit, 5 points of damage). Personally, I find the usage of the cloak in this manner to be so cheesy I want to spread it on a cracker, but that is for individual DMs to decide. It impacts the 5th level comparison a fair amount, and shores up the difference in the 6th level comparison when full attacking.

Insightful strike is nice. Compared to some fighter-type builds it is going to look real good, but against others, like the two-weapon build, not as much.

This is only a commentary on shear damage, not other abilities. Having not read through ToB completely it is hard for me to comment much further than this.
 

To be honest, though, I've never really found where TWF has been especially noteworthy for any other than a rogue. You've GOT to have feats like Oversized TWF and TWPounce to even get into the running.

I think, also, the fact that the Warblade can do this one-handed should be noted. At low levels, 1-3, a shield is 1-2 more AC. At mid levels 3-4, PLUS the shield allows for an additional set of armor-related special enchantments at a cheaper cost. Once we get into the higher levels, the floaty-shield lowers the AC change, but there's cost issues involved as well, since +2 worth of gold is going to keeping the thing in the air while the warblade has since strapped Arrow Deflection or another 2 points of AC on there or something similar.

Additionally, even with several feats plugged into the build and assuming full attack (which is just not as real-world likely as I think people assume), the Warblade in there is still dealing MORE damage, and more quickly. His damage is greater AND it is frontloaded. Both of these characters are heavily optimized, in terms of character resources, and I think it still gives some gifts to the fighter ... assumption of a full attack, assumption of a lower-AC enemy. Low-AC/High-HP/Low-Damage monsters favor full attacks ... you can stand next to them, you can hit them with the lower attack bonuses of the iterative attacks, and they survive long enough to get in the damage.

For instance, if we instead say that the TWF Fighter and the Warblade are approaching a 5th level Wizard (Dex 14, Con 14, Mage Armor, Shield up, AC 20 and 24hp) the Warblade has a good chance of blowing him out of the water in a single move+Insightful Strike, while the TWF guy has his damage output significantly decreased ... there's not going to be 2 rounds of Full Attacks from either warrior. If the Wizard survives the first assault of either one, he's going to be getting the hell out of the way. The TWF guy can chase him around the battlefield for a few rounds.

This is, also, generally why TWF sucks for everybody other than the rogue. The rogue tumbles into flanking and tries to get two stabs in the next round and finish the job. The rogue doesn't stand around for three rounds making full attacks on the dragon because the dragon is going to punt him and have a few attacks left over for the Fighter.

Even when we're all but throwing the fight for the Fighter, he still just gets "close" but he's STILL out-performed. When we're assuming high-HP, low-AC, low-attack monsters that are just ripe for the picking with a full attack ... then the fighter gets aaaaaaaaaaaalmost there.

Larger issue, though, this just one choice among several choices the warblade player can make. While they both dumped all of their feats into their "builds" the warblade gets additional choices in Stance and Maneuvers ... taking the save maneuvers is great, especially for the guy tweaking the Concentration check but the stance is pretty much gravy for him. Those saves are far beyond anything the Fighter can get. The stance is beyond what the fighter has. Busting straight out on the home stretch in a prime set-up just for him using everything he has ... the fighter catches up in damage while falling behind on every other level.

--fje
 

I think Warblade is better used as a replacement fighter than as a side by side. I think Fighter, if I ran both, would get Maneuvers and Stances from specific schools, just like it was a Warblade, and I'd up skill points, and I'd let fighter have feats instead of battle clarity/battle alacrity/battle blah blah.

I'd leave Warblade at D12 hd, because Fighter feats are better than Warblade specials, once fighters get equal maneuvers to Warblades.
 

HeapThaumaturgist said:
To be honest, though, I've never really found where TWF has been especially noteworthy for any other than a rogue. You've GOT to have feats like Oversized TWF and TWPounce to even get into the running.

I think, also, the fact that the Warblade can do this one-handed should be noted. At low levels, 1-3, a shield is 1-2 more AC. At mid levels 3-4, PLUS the shield allows for an additional set of armor-related special enchantments at a cheaper cost. Once we get into the higher levels, the floaty-shield lowers the AC change, but there's cost issues involved as well, since +2 worth of gold is going to keeping the thing in the air while the warblade has since strapped Arrow Deflection or another 2 points of AC on there or something similar.

Additionally, even with several feats plugged into the build and assuming full attack (which is just not as real-world likely as I think people assume), the Warblade in there is still dealing MORE damage, and more quickly. His damage is greater AND it is frontloaded. Both of these characters are heavily optimized, in terms of character resources, and I think it still gives some gifts to the fighter ... assumption of a full attack, assumption of a lower-AC enemy. Low-AC/High-HP/Low-Damage monsters favor full attacks ... you can stand next to them, you can hit them with the lower attack bonuses of the iterative attacks, and they survive long enough to get in the damage.

For instance, if we instead say that the TWF Fighter and the Warblade are approaching a 5th level Wizard (Dex 14, Con 14, Mage Armor, Shield up, AC 20 and 24hp) the Warblade has a good chance of blowing him out of the water in a single move+Insightful Strike, while the TWF guy has his damage output significantly decreased ... there's not going to be 2 rounds of Full Attacks from either warrior. If the Wizard survives the first assault of either one, he's going to be getting the hell out of the way. The TWF guy can chase him around the battlefield for a few rounds.

This is, also, generally why TWF sucks for everybody other than the rogue. The rogue tumbles into flanking and tries to get two stabs in the next round and finish the job. The rogue doesn't stand around for three rounds making full attacks on the dragon because the dragon is going to punt him and have a few attacks left over for the Fighter.

Even when we're all but throwing the fight for the Fighter, he still just gets "close" but he's STILL out-performed. When we're assuming high-HP, low-AC, low-attack monsters that are just ripe for the picking with a full attack ... then the fighter gets aaaaaaaaaaaalmost there.

Larger issue, though, this just one choice among several choices the warblade player can make. While they both dumped all of their feats into their "builds" the warblade gets additional choices in Stance and Maneuvers ... taking the save maneuvers is great, especially for the guy tweaking the Concentration check but the stance is pretty much gravy for him. Those saves are far beyond anything the Fighter can get. The stance is beyond what the fighter has. Busting straight out on the home stretch in a prime set-up just for him using everything he has ... the fighter catches up in damage while falling behind on every other level.

--fje

I'll just leave it at Amen. There's only a few builds, if any, that can even out damage the warblade and you're trying to assume they get full attack options. Even if they did, which isn't half as often (especially at lower levels when things either die or run), they're still not out damaging him. AND he's getting more hps, a better AC with a shield, insane saves WITHOUT failure, etc, etc, etc.

How about this. You just created a character that can get close to the damage output (but not over) now create a character that beats my character's saves. I'm trying to think how someone can get up to a +22 in any one save at 5th level yet alone 2 saves. Did I mention in a level two (if he wants to) he can have that in EVERY save? Oh and it goes up by 1 every level and more if his con gets boosted. I'd like to see that happen.

That's why warblades are so powerful front loaded insane damage with more benefits than any other class. Yes, they are mostly combat oriented powers, but he still gets Diplomacy and 4 skill points so he can CHOOSE to be a role playing skillful character.
 

Lots of posts to respond to, what is the proper etiquette? I will just stumble along for now.

HeapThaumaturgist said:
Actually there's no text that I can see that suggests the Javelin is in any way a two-handed weapon. It doesn't take a full-round-action to throw. That rule is for melee weapons without a range increment listed, such as a greatsword or greataxe.

We have fought a dragon out-doors ... was better to get a Fly spell, but with the dragon's movement rate it came down to a stalemate ... it could fly past and use its breath every few rounds and nobody could catch it or try a flyby attack, but with our protections we took little actual damage from either and did about the same damage to the dragon, if not more. So we were pinging eachother. The dragon could retreat and wait for the buffs to wear off, but we could retreat somewhere the dragon couldn't reach. If the dragon got pinned down, it was going to eat the big melee damage, and every time it came past it was open to spells.

It's one of those oddities of D&D that things tend to narrow down to about <100' battlemaps. One, the game encourages miniature use, and at 5' = 1", it's hard to get much on there. Designers tend to establish encounters that can fit on the more common dining-room table, which is 5'x4' IIRC. That's about 300' x 240' for the biggest combat board your average game group can field, and that's leaving no room for books and sheets and snacks and stuff. "Big" battles seem to be 100'x100' square or less, most common encounters seem to be 25'-60' on a side.

Is that unfairly weighted toward melee combat? Yea, pretty much. Especially unfairly weighted against LARGE RANGE INCREMENTS. 30' increment really seems to be about the cherry increment. Not too short, not uselessly long.

What are the ranged guys doing? Skirmishing around the edges of the melee combat. Most are engaging within 20-30' of the melee. I see 10-to-1 "firing into melee" penalties to "range increment" penalties.

It can be argued that in a fair or perfect world, the guy with the 110' range increment could put the injury on somebody with a melee weapon. Sure. Hypothetically. But the designers don't put those sort of things in their games, nor the GMs. When they show up, it isn't an "average" combat ... that becomes the focus of the combat. The "Sniper" combat or the "Flying Islands" combat. They're set pieces. Like fighting on rope bridges over chasms and lava lakes.

Not that you can't make a very effective ranged combatant character. With feats and spells and abilities, you can be very effective. But it's not, that I've ever seen, "effective because the guy has to run over 300 feet of open ground or air to get at me". It is "effective somewhere outside of the foe's threat range". A bow-based character is just as effective, essentially, 5' outside of the foe's threat range as 105' outside of the foe's threat range. Their only worry is keeping the melee guy off them. If that means the party tank is keeping the monster from him, or that the guy has to cover 300' of open ground, it's essentially the same to the bowman.

More likely, the party is kicking down the "door" of a 25'x25' to 100'x100' room and beating the snot out of a collection of monsters in there. Lots of variations on the theme, but go through a dungeon magazine or review the last half-dozen combats in your home game ... "PCs arrive on 100'x100' or less field, melee ensues." Stuff is thrown in there to make it interesting and different.

--fje

My mistake about the two handed javelin. I do not know where I got that from.

I guess the rest just differs from my experience. I have seen battles in the plains where you can practically see forever, in the desert which was somewhat the same but less fire risk, in small towns where buildings were in the way and a street went from one side to the other that was a few hundred feet away, in huge towns where the skyscrapers had fighting going up and down to different towers and to the streets below, ship to ship combat, ship to shore combat, shore to ship combat, flying combat, sparse woods, gulches, extremely old forests with huge trees with miles of shadey and stubly growth under their canopies, on top of those canopies, and so many other places.

Sometimes combats started at far distances, sometimes they stayed that way. Sometimes they started up close, usually they stayed that way.

I think it comes down to what type of combat your dm wants to emphasize. I think with my dm right now the lack of a good ranged attack will make the character feel useless in at least some battles. Someone could cast fly on him but for at least some of the battles he would be by himself with the enemies.

Malacoda said:
Personally, I feel that comparing a Warblade with Insightful Strike to a two-handed weapon type is the wrong approach. The Barbarian or Fighter gets no benefit from a full attack action. Their single attack is not as powerful as the Warblade’s Insightful Strike, and they have no real way to compensate.

This is only true for a single level. At level 6 the barbarian and fighter get an extra attack on a full attack. It looks to be a level where things can line up just right to gain a whole lot of benefit, although the barbarian example from before is still pretty equal for either 2 or 4 fights a day.

I think next will be level 6 comparisons which should help to see if it is just for that one level or if it continues. I do not think that every class is equal at every level, just look at the wizard and the sorcerer.


sithramir said:
There's only a few builds, if any, that can even out damage the warblade and you're trying to assume they get full attack options.

I believe the charging build posted earlier beats your initial damage and if you want to recharge it will be beating your second round damage as well. If it does not then someone can make a charging build that will beat your damage.

The full attacks will be nice to put in there when they come up as well. The barbarian/fighter will charge into combat and make a single attack, the next round he will make a full attack. The warblade will move up and make his strike, the next round he will recharge to do it again. That will make the comparison very interesting.

Also, if you pick up 3 abilities to make each of your saves have a boost then you will only have a single other ability to use. You can only use one of those each round and it interfers with recharging so you cannot use them very often.

They are great abilities though, no doubt about that!
 

sithramir said:
You are not taking an overall perspective. Yes the fighter fighting two handed with an 18 Str (there is no str enhancing for us yet) using a greatsword has a good damage potential with a full attack. The reality is that he HAS to do that and he still falls way short. I don't want to use a greatsword with every character I make. He has to hit twice to do it (the second attack is at -5 so even if his first attack may be 2 higher from str his second is lessened). He doesn't have this option except for a full attack. A warblade gets to do this on the first attack every time. Maybe if you're fighting poweful creatures you can stand and full attack but in our campaign it's often several NPC's and one might die in that first attack. The fighter has to stand and take some hits to do that. ALSO that's just one power. The warblade can use his next round to mountain hammer and add +2d6 damage. Oh he also gets to ignore all damage reduction so now he has an attack that can strike down a door or bypass any creature that a fighter might have a lot of trouble defeating because of this AND he still has tumble, diplomacy, 4 skill pts per level, d12 hps, and great save potential.

First off, if he does manage to connect with both of his attacks, using the math, I don't see how he comes off short (I'd take 4d6+20 over 1d20+17.

Second, yes, you don't have to use a greatsword. But speaking from an optimal point of view, it's one of the weapons to take (and along those lines are the falchion if you want a higher threat range for crits, the scythe for a higher crit multiplier, etc.). Or do you want to carry the discussion to unarmed strikes only? Isn't that rather limiting the Fighter's options?

Hitting twice isn't as bad as you make it sound. For one thing, you have an additional chance to make a critical. I also forgot that with Boots of Speed (admittedly not in the budget at 5th or even 6th level) or under the effects of a Haste spell, your output increases dramatically (it's not like a WB using Insightful Strike) will benefit from Haste except for the glorified Expeditious Retreat effect and the +1 to AC and Ref saves. You're also forgetting that you still have to hit with your attack for Insightful Strike and with your Con being your primary stat, your total attack bonus is certainly less than the first attack of the Fighter with a Str 18 (but more than his first iterative attack). So if I can miss with my second attack, you can also miss with your Insightful Strike, which is an all-or-nothing move before needing to recharge.

Don't get me wrong, Mountain Hammer is great. However, its optimum effectiveness is when you're fighting someone with DR and your damage modifiers doesn't amount to 2d6 when it comes to the iterative attacks. Again, at 6th level, assuming the creature he faces has DR, a Ftr wielding a Greatsword will deal more damage with iterative attacks than Mountain Hammer alone.

As for "when you can full attack or not", it's a shifty situation. At 1st-level, I'd say that's true. Any attack can probably fell another monster of equal CR. At 5th-level, unless you're still facing CR 1 or even CR 2 monsters, I don't think that's true. Or sometimes it's plain tactical playing. If I win initiative, I stay in front of the party and wait for the opposition's "Fighter" to charge. I take the hit, then full attack on my turn. I will not charge a group of orcs for example unless I'm sure I can kill them, and even then, that risks me putting myself in place where they can full attack me. Usually I wait for them to come to me, rather than vice versa (for Ftrs, it's usually a question of who can full attack first who wins).

The skill points are admittedly pretty, but on the other hand, Martial Adepts also need those skill points as some are related to their maneuvers (Concentration and Tumble comes to mind). d12 hp is also pretty. Great save potential isn't an advantage more than an option. You still have to choose those counters, and they're taking up readied slots. It's like saying a Ftr can take all these feats, yet in the end, he's only stuck with a couple of them. With the "great save potential", you're giving up other potential maneuvers. And we've already pointed out their limitations.


sithramir said:
Yes, he can only use his saves once a round at best and needs to recharge to gain it back but he also doesn't fail on a 1 as it's now a concentration check in lieu of a save. Oh no he and the fighter got hit by two fire balls in the same round? My warblade is probably alive because he saved on the first roll and whether or not he failed on the second he's got d12 hps and a maxed out con (which benefits him in many areas). The fighter may be dead on the first or second fireball while the warblade is still standing.

Errr, rolling 1's isn't that good of an argument to me. It happens, theoretically, on a 5% chance. What's a better argument is that you have a higher save, period. And again, the limitation there is that you can only do it once until you "recharge". It could be a combination of a Ref and a Will save. Or two Will saves (Charm Person, Charm Person). It doesn't have to be hp related.

sithramir said:
So what that he doesn't benefit from a +5 weapon. INSTEAD he gets to use a +1 wounding, keen, sure-strike, mage bane weapon and still do as much if not more damage than a fighter. He doesn't even need to pay for that +5 weapon unless he wants to boost his to hit some. At higher levels a fighter is using power attack to try to even get close to the damage output of a warblade so his attack is lessened anyways.

Honestly, the weapon you mentioned benefits the Ftr more, at least according to your argument. Sure, you benefit from wounding, keen, sure strike, and magebane. But wounding is optimum when you're launching several attacks, not just an "all or nothing attack" that is the nature of most maneuvers. Yes, you benefit from Keen and the question there is like whether you want the 18-20 threat range weapon or the x4 weapon: do you want more chances to crit at a lower multiplier or do you want that rare but crippling strike when you crit? If the latter, then keen's fine with Insightful Strike. If not, iterative attacks with keen lean more towards the former. Sure Strike only matters to those with alignment DR, and if you're using Mountain Hammer, irrelevant. Magebane could possibly give you a +2 to hit but if it's just that you're after, might as well get a +3 weapon. The increased damage won't help with Insightful Strike (but it does Mountain Hammer, but since you've been focusing on Insightful Strike the entire time...). Suffice to say, the Ftr is quite gear dependent and if you have a stingy DM, the martial adepts will come out on top.

sithramir said:
Yes he just got this power at 5th level but he keeps getting better powers. Soon he'll be able to add 6d6 with greater mountain hammer, then he'll get greater insightful strike, then ancient mountain hamer, then he'll get the one tha tjust adds 100 damage to his attacks.

The mid-level maneuvers are so-so compared to a Full Attack. Admittedly, there's little answer for the high-level maneuvers, but they are comparable to other classes (i.e. gish, spellcasters, etc.).

sithramir said:
I just used level 5 as the example but I doublt you'll find a level where the warblade isn't shining anyways. Maybe "statistically" a fighter with a specific weapon can keep close but that falls short in actual play and that's ignoring all the other powers available to the warblade. The funny thing is that in our campaign as give a Fighter a feat at EVERY level and it still falls short. Maybe you can say fighters were just a bit weak but other classes will find it hard to compete.

Depends on what encounters your GM is throwing at you and the optimization skills of the person. The Ftr is admittedly easy to play, but on the other hand, also one of the most difficult to optimize (and few people really play the entire 20 classes out for reasons I pointed out in my earlier posts). And it's not like Ftr's can't take maneuvers either.

Also, if you're using the WotC says so card on the crits (and I agree with them... Insightful does crit), then I'll pull the Wotc says so as well when it comes to "recharging" maneuvers: it takes a standard action. At 5th-level, that's meaningless, but at later levels, the Ftr can be full attacking while you're stuck with a single attack as you need to recharge.
 

sithramir said:
How about this. You just created a character that can get close to the damage output (but not over) now create a character that beats my character's saves. I'm trying to think how someone can get up to a +22 in any one save at 5th level yet alone 2 saves. Did I mention in a level two (if he wants to) he can have that in EVERY save? Oh and it goes up by 1 every level and more if his con gets boosted. I'd like to see that happen.


The problem with save is that it doesn't win you games (much like in Magic: The Gathering people don't use Walls most of the time), at least directly (I mean it saves your hide...). And the problem with your saves is that they're limited to 1/round and you only have one of each until you need to "recharge". If I wanted a character with high saves, I'd go Monk or Paladin. Or usually just settle with a class that has two good saves.

On a side note, at high levels, here's a good item to boost your Concentration checks: Third Eye of Concentration for 10,000 gp, in the Expanded Psionics Handbook (or SRD). Doesn't stack with your Tunic of Steady Spellcasting though (both are Competence bonuses).

Also, I think you're going about your arguments wrong. Don't mistake me, I think the martial adepts are powerful classes, but there are other classes more powerful than it (spellcasters, gishes, etc.). As I mentioned, the Duskblade at 5th-level can easily deal 5d6 electricity damage (shocking grasp) plus whatever damage his weapon deals (greatsword, 2d6+6) as a standard action. Or even using core, at higher levels, I'd go Ftr/Wiz/Eldritch Knight combination, Polymorph myself into some insanely powerful creature (Firbolg and War Troll the most optimum forms), and one can easily outdo a high-level Warblade.

And perhaps my biggest argument for your builds is that you're approaching it the wrong way. You're focusing too much on Insightful Strike (and Greater Insightful Strike). As a martial adept, my main stat would probably be Str (because I still need to hit things, and increases my damage potential overall) rather than solely Con. Because Con, at most, synergizes well with only the Diamond Mind maneuvers. For Stone Dragon, or White Raven, or Tiger Claw, or Iron Heart, I'd really want a good Str score. Your reliance on Insightful Strike is like a Wizard relying on Scorching Ray the entire time, when he has other spells to complement his abilities. Insightful Strike, for example, doesn't benefit from weapon enhancements (but it does for Concentration-boosting items, which is limited), feats, Str-boosting items, and anything else that usually boosts damage (i.e. Inspire Courage).
 

I prefer to say that Customer Service is just asking the GM next door. You get the same off-hand punditry.

Here's what I'm getting from the conversation as it has run is that some people like Book of 9 Swords and some people don't.

I'm of the don't.

It goes around and around and nothing new seems to be getting said. The same few pieces keep getting chewed back and forth.

Hopefully people thinking of using the book in their own game will find the thread to have been of some edification.

--fje
 

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