nonsi
2017-07-28, 04:22 AM
.
ToB – thematically speaking – is a wonderful inspiration.
That being said, I find several elements in the execution of the classes that don't sit well with me… and as experience has shown me, with many others as well.
Therefore, I present the following suggestion – in order of priority I find appropriate.
I believe this would also open the door for many ToB opposers.
1. Maneuvers are always ready.
Reason I: the power difference will not be significant, a slight power-up is not necessarily a bad thing, and it would require a lot less bookkeeping.
Reason II: many practitioners of 3.5e are no fans of the Vancian approach and try to circumvent it. It's hard to imagine any of those to be subscribers of ToB.
2. Additional mandatory disciplines: Falling Star (http://www.giantitp.com/forums/showthread.php?10707-Maneuvers-Falling-Star-Discipline) (Swordsage) and Iron Rain (http://www.giantitp.com/forums/showthread.php?145803-Iron-Rain-ToB-saturation-archery) (Crusader & Warblade)
Reason: noncasters fall badly short vs. casters when it comes to range. This is an important step at leveling the playing field.
3. Crusaders and warblades gain stances knows at the same rate as swordsages.
Reason: I've seen many complaints that stances are gained at levels that don't allow optimal selection. Furthermore, 4 stances over 20 levels seems insulting to me.
4. Saves: crusaders have good Will saves and warblades have good Ref saves.
Reason: goes well with the theme of zealot and blademaster (respectively).
5. Crusaders get Smites per encounter.
Reason: 1 Smite / day at mid-high levels is truly an insult.
6. Warblades may also use their bonus feats to take Martial Study and any official Fighter bonus feat, as well as Track and Wild Cohort (http://archive.wizards.com/default.asp?x=dnd/re/20031118a).
Reason: a master of the blade should have maximum latitude to build his combat strategy, and Warblade seems like the most appropriate of the three to embody the Ranger archetype.
7. Crusaders get Mettle at 9th and Improved Mettle at 17th.
Reason: if you're gonna be the badass of resistance and shrugging off damage and effects, this change fits the bill.
8. Crusaders gain a bonus feat at levels 7 and 14, with the same range of options as the Warblade (Track feat is not mandatory here, but isn't problematic either).
Reason: the class is now a powerhouse, but still offers absolutely no build flexibility with its class features beyond maneuvers. This would give it some, and cover the Special Mount aspect nicely.
9. More class skills: Swordsages gain Escape Artist, Spot, Survival, UMD and Use Rope as class skill (Spot just seems to be unintentionally missing). Warblades gain Listen, Sense Motive, Spot and Survival as class skills. Crusaders also get Handle Animal as class skill.
Reason: Swordsage has most of what it takes to embody the role of a scoundrel or scout (and UMD complements Sense Magic to cover the mystic warrior archetype with Monk adaptation). Soldiers are warblades. Every soldier has his share of guard duties and needs at least the option of not being easily susceptible to deception. The Crusader's Handle Animal is required for tending to one's mount.
10. Swordsages gain Slippery Mind at level 13.
Reason: having the lower battle stats of the trio, at least they should have the opportunity of wriggling free of mental influence. Also, rogues have it as an option and it fits the bill for a Monk-esque character.
11. Warblades base their Battle Clarity/Ardor/Cunning/Skill/Mastery modifiers off of wisdom (intuition and acquired combat insights) or charisma (finesse and gracefulness) rather than intelligence.
Reason: it's counterintuitive to visualize every solid blade expert as a nuclear physicist.
12. A set of solid ToB ACFs (http://www.giantitp.com/forums/showthread.php?138322-DaTedinator-s-Tome-of-Battle-Extravaganza!-ACFs-Feats) for expanding the range of character archetypes.
The above suggestions streamline gameflow, reduce bookkeeping, bring melees closer to spellcasters and are all thematically adequate.
ToB – thematically speaking – is a wonderful inspiration.
That being said, I find several elements in the execution of the classes that don't sit well with me… and as experience has shown me, with many others as well.
Therefore, I present the following suggestion – in order of priority I find appropriate.
I believe this would also open the door for many ToB opposers.
1. Maneuvers are always ready.
Reason I: the power difference will not be significant, a slight power-up is not necessarily a bad thing, and it would require a lot less bookkeeping.
Reason II: many practitioners of 3.5e are no fans of the Vancian approach and try to circumvent it. It's hard to imagine any of those to be subscribers of ToB.
2. Additional mandatory disciplines: Falling Star (http://www.giantitp.com/forums/showthread.php?10707-Maneuvers-Falling-Star-Discipline) (Swordsage) and Iron Rain (http://www.giantitp.com/forums/showthread.php?145803-Iron-Rain-ToB-saturation-archery) (Crusader & Warblade)
Reason: noncasters fall badly short vs. casters when it comes to range. This is an important step at leveling the playing field.
3. Crusaders and warblades gain stances knows at the same rate as swordsages.
Reason: I've seen many complaints that stances are gained at levels that don't allow optimal selection. Furthermore, 4 stances over 20 levels seems insulting to me.
4. Saves: crusaders have good Will saves and warblades have good Ref saves.
Reason: goes well with the theme of zealot and blademaster (respectively).
5. Crusaders get Smites per encounter.
Reason: 1 Smite / day at mid-high levels is truly an insult.
6. Warblades may also use their bonus feats to take Martial Study and any official Fighter bonus feat, as well as Track and Wild Cohort (http://archive.wizards.com/default.asp?x=dnd/re/20031118a).
Reason: a master of the blade should have maximum latitude to build his combat strategy, and Warblade seems like the most appropriate of the three to embody the Ranger archetype.
7. Crusaders get Mettle at 9th and Improved Mettle at 17th.
Reason: if you're gonna be the badass of resistance and shrugging off damage and effects, this change fits the bill.
8. Crusaders gain a bonus feat at levels 7 and 14, with the same range of options as the Warblade (Track feat is not mandatory here, but isn't problematic either).
Reason: the class is now a powerhouse, but still offers absolutely no build flexibility with its class features beyond maneuvers. This would give it some, and cover the Special Mount aspect nicely.
9. More class skills: Swordsages gain Escape Artist, Spot, Survival, UMD and Use Rope as class skill (Spot just seems to be unintentionally missing). Warblades gain Listen, Sense Motive, Spot and Survival as class skills. Crusaders also get Handle Animal as class skill.
Reason: Swordsage has most of what it takes to embody the role of a scoundrel or scout (and UMD complements Sense Magic to cover the mystic warrior archetype with Monk adaptation). Soldiers are warblades. Every soldier has his share of guard duties and needs at least the option of not being easily susceptible to deception. The Crusader's Handle Animal is required for tending to one's mount.
10. Swordsages gain Slippery Mind at level 13.
Reason: having the lower battle stats of the trio, at least they should have the opportunity of wriggling free of mental influence. Also, rogues have it as an option and it fits the bill for a Monk-esque character.
11. Warblades base their Battle Clarity/Ardor/Cunning/Skill/Mastery modifiers off of wisdom (intuition and acquired combat insights) or charisma (finesse and gracefulness) rather than intelligence.
Reason: it's counterintuitive to visualize every solid blade expert as a nuclear physicist.
12. A set of solid ToB ACFs (http://www.giantitp.com/forums/showthread.php?138322-DaTedinator-s-Tome-of-Battle-Extravaganza!-ACFs-Feats) for expanding the range of character archetypes.
The above suggestions streamline gameflow, reduce bookkeeping, bring melees closer to spellcasters and are all thematically adequate.