Warblade maneuvers

castro3nw said:
If you've never hit the Warblade with a will save, I can only guess he's either been very lucky or you haven't thrown enough will saves. It only essentially only works for the first will save in a round. The 2nd will save, he's on his own. Then the next round, the maneuver is still expended and he can't refresh because he's already used his swift action up on the immediate action to make a save. Then he can't use a maneuver or change stances while he's recovering... Which means the earliest he can be essentially guaranteed his next will save is 2 rounds later.

Being able to easily save once per round is poorly balanced, I agree. Good thing it's every 2-3 rounds, huh? Especially since he's using 1/4 of his readied maneuver slots to do it.

Well if he has stance of alacricity then he can make two immediate actions against the wizard/sorcerer -meaning two saves of course - and with "iron heart surge" he can spend the round he is affected shaking off whatever mal effect the wizard dishes out on him. Or he can save, and use a swift action to recover his maneuvers...whatever is required at the time being.

The martial adept classes were very well designed to stand toe to toe against casters. One of the stances even lets them fly! Admittedly, it's a warblade prohibited school.

This is completely unrelated to warblade, but how many people think maneuvers should be a part of every "martial class" (excluding clerics, druids, sorcs, and wizards since their primary specialty is magic)? I think they are very nice and consistent with the image of what a legendary warrior should be like - think of Hercules, Lancelot, Percival, Achilles...etc.
 
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Zephiel7 said:
how many people think maneuvers should be a part of every "martial class" (excluding clerics, druids, sorcs, and wizards since their primary specialty is magic)?

Me at least.

In fact, the system - with some modifications, maybe something from Elements of Magic or Psionics Handbook thrown in - could work for spellcasters, too.

A spellcaster only has a few spell slots, but they return after the fight (and there are possibilities to refresh them mid-fight). The same goes for manifesters, who'll have a lot less PP, but they can regain them after the encounter (and, to some extend, during)
 

Kae'Yoss said:
Me at least.

In fact, the system - with some modifications, maybe something from Elements of Magic or Psionics Handbook thrown in - could work for spellcasters, too.

A spellcaster only has a few spell slots, but they return after the fight (and there are possibilities to refresh them mid-fight). The same goes for manifesters, who'll have a lot less PP, but they can regain them after the encounter (and, to some extend, during)

I don't think that spellcasters should get maneuvers. Since spells are already powerful and diverse, it would almost eliminate any reason to play a martial class. Since maneuvers are a product of incredibly intense physical training , it wouldn't make sense for most spellcasters to pull them off. I however do think there should be a feat that allows a spellcaster to spend four/five full rounds to get half -maybe all - his spells. Only my opinion though.
 
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Zephiel7 said:
Well if he has stance of alacricity then he can make two immediate actions against the wizard/sorcerer -meaning two saves of course - and with "iron heart surge" he can spend the round he is affected shaking off whatever mal effect the wizard dishes out on him. Or he can save, and use a swift action to recover his maneuvers...whatever is required at the time being.

He's playing a monk2/warblade5... He can't possibly have Stance of Alacrity at that level. So, one immediate action. Then, if he has both the MoPM and Iron Heart Surge, that is 1/2 of his readied maneuvers. Besides, if you're down to using the Iron Heart Surge, the caster sort of wins already.. You've used your standard action not killing him.

Nail said:
Read carefully: The *other* PCs think I've thrown plenty of Will saves at them.


*That's* the point.

*grins* I can read... Why are the other PCs getting hit with single target Will Saves, when there's a big shiny target right infront of Mr. Caster guy? If you wanna scare him, make him a charm/hold/etc magnet for a session or two.
 


Zephiel7 said:
Well if he has stance of alacricity then he can make two immediate actions against the wizard/sorcerer -meaning two saves of course -

Making 2 saves in one round is only going to be useful if the wiz throws 2 spells at you in one round that require saves. Furthermore, stance of alacrity does not mean you get to use a given counter twice. It only means that using one counter a round doesn't need an immediate action. After you use that counter, it's gone.
 
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Zephiel7 said:
I don't think that spellcasters should get maneuvers. Since spells are already powerful and diverse, it would almost eliminate any reason to play a martial class. Since maneuvers are a product of incredibly intense physical training

... what kind of incredibly intense physical training enables someone to shoot fireballs out of his ass?

Don't answer that question.
 

Zephiel7 said:
I don't think that spellcasters should get maneuvers.

I'm not saying that spellcasters should get the same manoeuvres the warblade, crusader or swordsages get now. I'm not even saying that they should get anything called manoeuvres at all.

I'm saying that the same mechanics they used in the Tome of Battle (or something very much like it) could be used for most/all classes.

Since spells are already powerful and diverse, it would almost eliminate any reason to play a martial class. Since maneuvers are a product of incredibly intense physical training , it wouldn't make sense for most spellcasters to pull them off.

Beyond the fact that it makes as much sense as a martial artist running around a group of enemies who then go up in flames (the Ring of Fire manoeuvre doesn't mention the initiator spending a couple of minutes dousing the victims in lamp oil and then throwing a match at them as he runs around them, but maybe I haven't read it properly), the "manoeuvres" (or "spells" or whatever. I'm not interested in the terminology here) the spellcasters would pull off would be magical in nature (since we're speaking of terminology: get rid of "spell-like" and just use "magical", will you, WotC?). There would be manoeuvres/spells/stunds/whatever (let's just call them FX, like in d20M, it's a nice, short term!) that will incinerate the enemy (without running round them, belching flames, or eating very hot klatchian meals a couple of hours before), as well as other stuff like freezing the enemy, electrocuting him, fooling him with illusions, messing with his mind (beyond stuff like "You just burst into flames because I ran around you. Guess what I can do to you if I get nasty!"), and all those cool things wizards and the like are known to do in D&D.

The thing is, the spellcasters would get their magic back after the encounter (sell this by saying that spellslingers don't have the power in them, but just control the currents of magic that flows endlessly around them), and would have some means to get some, or even all, of their power back during the fight (whether it is as easy as the warblade's swift action, or a full action per spell like a swordsage, or somehting else, is something that would have to be thought about).

I however do think there should be a feat that allows a spellcaster to spend four/five full rounds to get half -maybe all - his spells. Only my opinion though.

In other words: after the fight. Your average D&D combat doesn't last 4 full rounds, and someone just standing there for half a minute is often the prime target for those who don't want to see what he would accomplish by that amount of time during a fight.





Seeing how Star Wars Saga uses more generic classes along with talent trees, just like D20 Modern, I can see that, together with the whole ToB system (with some adjustments) being the next incarnation of D&D:

Each class will get bonus feats, talents, stances (or something like them, with another name), and "FX".

Feats will be used for pretty generic stuff, to lessen penalties (like weapon proficiency does), and grant very standard, and universally applicable benefits (like 3e weapon focus). Nothing class-specific here. Meta-magic would be in here, if it stays in that edition. All of the benefits are active all the time, or can be used as often as you want, usually without too much of an extra effort in actions)

Talents are mostly class-specific things, also active all the time, but not quite as powerful as FX or stances. Sometimes the power level is just lower than an FX you could get at this level (eldritch blast over fireball), or there are some restrictions narrowing down its use (favoured enemy only working against one creature type).

Stances would be much like talents, except a bit (or even a lot) stronger. Also things that are active all the time, but not necessarily limited. The catch is that you only have one of these active at any given time.

FX would be manoeuvres, spells, that kind of stuff. You would know a certain number of those (maybe you can expand your collection beyond what the class gives you, like a wizard and his spells), and have another certain number of them readied. As soon as you fire off one of those, it's gone for that encounter (but maybe some classes can ready their fx several times), unless you do whatever your class says you need to do to get them back on the fly.
Spellcasters could have limitations on the power levels readied, like only one of their most potent fx (or only one augmented to its full), and others being weaker.


As an example, take healing:
There would be a healing talent tree, open to those classes that are into that stuff. There would be talents to grant fast healing to others (all the time, but how much fast healing or to how many depends on level and/or number of talents invested).

There might be a stance improving on this.

The healing FX would give you the ability to heal great amounts of damage at once, maybe healing several people at once, but the wounds would have to be fairly recent, like no more than one minute old.
 

Good luck using Iron Heart Surge to cancel effects if the warblade loses his standard action (or the ability to freely choose it).
 

castro3nw said:
He's playing a monk2/warblade5... He can't possibly have Stance of Alacrity at that level. So, one immediate action.

My bad. I thought we were talking about the hypothetical level 20 warblade.

If the caster is using "dominate person" he can only cast one of it, meaning the warblade can easily save (seeing as his concentration check is going to be up at around 14 by level 10).

If the caster fires another crazy inducing effect, the warblade can use iron heart surge come back with +2 attack at the audacious caster.

Then, if he has both the MoPM and Iron Heart Surge, that is 1/2 of his readied maneuvers. Besides, if you're down to using the Iron Heart Surge, the caster sort of wins already.. You've used your standard action not killing him.

Assuming unfairly that the caster can keep casting his "saving throw" spells. The warblade can recover his expended maneuver and at the same time wail at the caster; the caster on the otherhand will have to spend 8 hours resting to recover all those spells he blew away at the warblade.

Making 2 saves in one round is only going to be useful if the wiz throws 2 spells at you in one round that require saves.

Which is what in this scenario I was assuming the caster was doing. I would ready my maneuvers entirely on what type of situation I was expecting.

Furthermore, stance of alacrity does not mean you get to use a given counter twice. It only means that using one counter a round doesn't need an immediate action. After you use that counter, it's gone.

I know. What I was meant to convey was that that he could use two different techniques, one being "mind over body" and the other being "Diamond Defense." Diamond defense makes your will saving throw your iniator level, which is pretty sweet.

Iron heart surge can also help the warblade save against 90% of the "save or lose" spells the wizard could toss at him. What breaks the game to the Warblade's favour when he's engaged with the wizard at this game is that he can recover his maneuvers as a swift action, thereby outpacing the wizard.


... what kind of incredibly intense physical training enables someone to shoot fireballs out of his ass?

Spicy Indian curry and a lot of painful visits to the bathroom.

Don't answer that question.

Too late. ;)
 
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