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Subject: Book of 9 Swords

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Chris Orlando
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08/21/2006 2:10 PM  
Hey i was just wondering if anyone else took a look at some of the 9th lvl (17th level) abilities for some of the classes.  Some of them seem quite broken like the one that does +100 damage, and there is another where you jump on the enemy make an attack, they save or die, and if they save they take 20 d 6 dmg, and there was one more that did 100 fire damage to everyone in a 60 foot radius.  These abilities seem quite broken for any class.  I was just wondering if I missed anything and if there was some huge catch to being able to use those abilitys.  (I am aware of the manuvers and stances needed, but i was wondering if there was anything else).

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08/21/2006 7:32 PM  
First of all, they have the limiting factor of, you must be 17th level before you can take any one of those.  Second, it is a standard action to use any of the three you mentioned, meaning no full attack.  Any fighter or barbarian can break the 100 damage mark with a full attack, without the aid of power attack.  Third, that extra damage is not multiplied on a critical hit, much like sneak attack.  Lastly, there is the old standby of comparing it to spells of equivalent level, I know this does not suit well since spells are all wizards/sorcerers have but still that is a balancing factor.  As for the fire one, as a player I would almost never use it, mainly due to the fact that it is a 60 foot radius centered on you.  That puts the rest of your party in danger, for a villian though, that would be a nasty surprise!


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08/22/2006 6:44 AM  
Ah, the warblade.  I had a chance to see it in action at GenCon.  It really is overpowered. Any one of it's abilities might not be too bad, but then you start putting the abilities together and it becomes worse than any fighter or barbarian, even with those abilities being standard actions. Some of the lower level stances and maneuvers I think are more agregious than these higher ones (like the ones that do ability damage).

Let's just look at the +100 damage ability.  Realize, you are still a big fighter so you are not just doing 100 but 100 plus weapon and strength damage which can get ridiculous. Sure it is only one attack, but at your highest bonus you are going to hit more times than not (and full attacks very rarely hit every time).  Now, have the ability to regain that (and all your other abilities) with essentially a standard action and no limit other than that in terms of number of times per day.  Brutal.

For flavor, it's awesome.  Execution was off, however.

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Chris Orlando
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08/22/2006 9:01 AM  

The thing is mordulin, is that in a full round action of attacks that your attack bonuses decrease so your likelyhood of doing that 100 dmg in a round decreases.  Plus this ability really messes up creatures with DR.  I got to see a PC class using the abilites (not the 100 dmg one, but some mid lvl ones) and let me tell you its really broken compared to the standard pc classes.  On top of all of that you get counted a a fighter as 2 levels lower, and if you take 1 level in fighter you can use fullplate as well as the manuvers.  Oh yea D12 HD....

In conclusion the DM and i figured out how to make the class a bit more balanced by the fallowing.

Make class simular to ranger ranger in the sence that you cant use stances/menuvers in medium or heavy armor

Remove the counted as a fighter of 2 levels lower to remove wepon spec/ weapon mastery, because a warrblade with those feats is broken.

Leave me some feedback and let me know if you think if that was a good way to balance that class out a bit...


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08/22/2006 9:45 AM  

Well I'm disappointed to read this.  I was getting excited about this book; it seemed to add some much needed flavor as alternatives to the martial classes.  But these abilities do sound over the top for a non-epic game.  That's a shame.


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08/22/2006 10:07 AM  
[QUOTE]Chris Orlando wrote

The thing is mordulin, is that in a full round action of attacks that your attack bonuses decrease so your likelyhood of doing that 100 dmg in a round decreases.  Plus this ability really messes up creatures with DR.  I got to see a PC class using the abilites (not the 100 dmg one, but some mid lvl ones) and let me tell you its really broken compared to the standard pc classes.  On top of all of that you get counted a a fighter as 2 levels lower, and if you take 1 level in fighter you can use fullplate as well as the manuvers.  Oh yea D12 HD....

In conclusion the DM and i figured out how to make the class a bit more balanced by the fallowing.

Make class simular to ranger ranger in the sence that you cant use stances/menuvers in medium or heavy armor

Remove the counted as a fighter of 2 levels lower to remove wepon spec/ weapon mastery, because a warrblade with those feats is broken.

Leave me some feedback and let me know if you think if that was a good way to balance that class out a bit...

[/QUOTE]

 

I just recently got my hands on the book of nine swords so I haven't read it in detail yet. What I have read and the disscussions i've had with a couple friends who have read the book completely lead me to think the warblade is broken but can be houseruled back in line, the crusader is powerfull but not broken, its just the powercreep we've been seeing in the latest few books but it is a bit complicated to play and can slow down battles at least until you get the hang of it. The swordsage looks interesting I might try one myself when I stop DMing, a fighter with a dash of sorcerer and a pinch of thief and top it all off with a few other interesting odds and ends. I like that it is very customizable so no two swordsages need be alike.

One of the things I would do to help balance out the warblade is tone down his weapon feats. Right now he can apply any weapon feat he has to any weapon he can use, I think this is way overpowered. My thoughts are to only let him use this class ability on groups of weapons similar to the Mror Stalwart feat in Eberron.Each discipline in the book of nine swords has a weapon group associated with it this looks like a good starting point, the warblade picks a discipline and those weapons are the ones he can interchange feats with, evey five levels he can add a new set of weapons.

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08/22/2006 10:36 AM  
A 17th level cleric does 150 points of damage with a harm spell. A 17th level wizard can kill everyone in the room with wierd or wail of the banshee, regardless of hit points. And as noted, a 17th level fighter could be swinging four extra times (with haste), each of which should be doing more than 25 points of damage per hit.
 
High level abilities should be powerful.
 
I'd elaborate further - but I'm sure you get the crux of my position.

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08/22/2006 10:44 AM  
Technically, the cleric can do 150 pts at 15th level. I've personally had a wizard deal 150 pts of damage at 10th level with 2 rounds of casting channelled pyroburst + sudden empower + sudden maximize while invisible. It was kind of gross, but those combinations are always going to be around. If the style of the book doesn't fit your campaign you can aways house rule it. Like shoe says, it may seem broken, but in comparrison it's not all that bad...really. 


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08/22/2006 10:50 AM  
If a 17th-level wizard is only capable of dealing ~100 points of damage in a single round, that wizard is poorly constructed. At 17th-level you can cast time stop, then do terribly nasty things to a lot more than one enemy.....

I'll withhold judgement on the warblade until I see the book in-hand. Our group had knee-jerk negative reactions to Warlocks, Warmages, Mystic Theurge, and Duskblades, and after playing with them for a while, none are too powerful. If anything, Warlocks are a bit under-powered.

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08/22/2006 1:51 PM  
The problem with comparing to spells is that there are severeal properties of any character that can limit these things: saving throws, spell resistance, spell immunity, spell turning, negative energy protection, etc.  And you have the limit of number of times per day.  Warblade can essentially do it once per combat, if not more if he recharges the abilities.  And what prevents it? AC, which is much harder to get high enough to beat a tank's to hit at higher level.

I ran a 20th level warblade, cleric, mage, range, barbarian party against the colossal red dragon (with 17 sorcerer levels) or gargantuan blag dragon (with 19 sorc levels) at GenCon, none of these really min/maxed with their items or feats.  The warblade was the one I always had to go for first because he was the biggest threat at the table.  More than the cleric or the wizard and the barbarian could not match the damage output.

I'll say it again, the flavor is great. This class needs to be tweaked, though.

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08/22/2006 1:58 PM  
it's true that it is hard for a character to get an ac high enough to defeat an attack from a high level fighter, but what was the AC of the colossal red dragon with 17 sorcerer levels? You have to remember that at that level that is the kind of threat that the heroes will be facing.


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08/23/2006 10:09 AM  
So how would one finally describe this book?
A D&D book to turn your fighter into DragonballZ?
I lost interest when I heard the book was essentially how to make your Fighter a Sorcerer, without becoming a Sorcerer.

Looking forward to a proper review on this one. Maybe I'll change my opinion on this one later on.

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Chris Orlando
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08/23/2006 10:32 AM  
Thank you GSS_000 for saveing me the time for mentioning some of the downsides to those nuke spells.  I am aware that it wouldn't be to difficult for a wizard or cleric to do 100 + dmg.  However the diference is that the warblad does +100 dmg damange and there is no save for partial damage. 

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Chris Orlando
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08/23/2006 10:42 AM  

[QUOTE]B wrote
Technically, the cleric can do 150 pts at 15th level. I've personally had a wizard deal 150 pts of damage at 10th level with 2 rounds of casting channelled pyroburst + sudden empower + sudden maximize while invisible. It was kind of gross, but those combinations are always going to be around. If the style of the book doesn't fit your campaign you can aways house rule it. Like shoe says, it may seem broken, but in comparrison it's not all that bad...really.  [/QUOTE]

 

B, I though the complete arcane said you coudln't stack 2 sudden feats.


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Chris Orlando
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08/23/2006 10:45 AM  

[QUOTE]B wrote
Technically, the cleric can do 150 pts at 15th level. I've personally had a wizard deal 150 pts of damage at 10th level with 2 rounds of casting channelled pyroburst + sudden empower + sudden maximize while invisible. It was kind of gross, but those combinations are always going to be around. If the style of the book doesn't fit your campaign you can aways house rule it. Like shoe says, it may seem broken, but in comparrison it's not all that bad...really.  [/QUOTE]

 

oh yea why didn't that player cheeze a bit more by having a rod of enegy admixture and make that spell do 300 damage at 10th level


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08/23/2006 11:58 PM  

[QUOTE]Monsoon28 wrote
So how would one finally describe this book?
A D&D book to turn your fighter into DragonballZ?
I lost interest when I heard the book was essentially how to make your Fighter a Sorcerer, without becoming a Sorcerer.

Looking forward to a proper review on this one. Maybe I'll change my opinion on this one later on.
[/QUOTE]

Not really. DBZ had a lot of cheesy special effects. Most of the Nine Styles don't, at all. Desert Wind and Shadow Whatsit are the flashiest, but they could also logically be the hardest to acquire. I wouldn't compare to DBZ at all. Maybe "Crouching Dragon, Hidden Tiger", but that would really be stretching it too - there's a little bit of wuxia flavor but not much, and it is easily excised if you so wish.

 

ChrisOrlando -

Yeah, +100 damage looks nice and shiny. But it's not that cracked up. For starters, it's a standard action, so it can't be combined with a charge (which limits your range). It is countered by AC, which can still be made formidable even at 17th level. An old brass dragon (sample CR 17) has an AC of 32 before it takes any actions to buff itself (and the dragon *always* knows you're coming), so with just a handful of simple spells it becomes very hard to hit (Mage Armor + Shield = AC 40, -17 for BAB, -4 for weapon, -1 for Focus, -8 for Str = needing a 10 to hit, so it's a 50-50 for your big shot; kind of like most spell DCs). It's blocked by invisibility, mirror image, blur, displacement, and any form of concealment. I know someone's going to bring up Boots of Striding and Springing, Goggles of True Seeing, bla bla bla, but if you need to spend thousands of gp to counter my 1st level spell, I'm going to say I still have a bit more leverage than you do, and I haven't even put much thought into this exercise yet. If I need to make a CR 17 monster difficult to hit, he. will be. difficult. to hit.

 

Also, as I remember, you had a thread on here in which you talked about how your 8th level paladin got about +56 to damage. Now, I'm not real min/maxing expert, but if you can get +56 on a character at about 10th level, by 17th you should be having +100 or more very easily. If you get four attacks, you get a lot more than +100, because even one secondary attack landing means you got the same as the warblade if your miscellaneous damage modifiers are +100, and more than that if your miscellaneous damage modifiers exceed +100.

 

Finally, to the naysayers in general, I'd like to know how +100 damage once per combat equates to Wish four times per day, or Time Stop, or Mordenkainen's Disjunction, or Gate. I mean, seriously. Gate is the "Summon Monster Manual" spell! Mordenkainen's Disjunction will destroy a kingdom's worth of magical items! Wish is WISH!

Criticizing an entire book because of what two classes can do at 17th level is like pooh-poohing the PHB because a high level druid or cleric can beat down any other character class. And you know the melee classes needed this kind of upgrade pretty badly.


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08/24/2006 9:25 AM  
[QUOTE]Korhal_IV wrote

Finally, to the naysayers in general, I'd like to know how +100 damage once per combat equates to Wish four times per day, or Time Stop, or Mordenkainen's Disjunction, or Gate. I mean, seriously. Gate is the "Summon Monster Manual" spell! Mordenkainen's Disjunction will destroy a kingdom's worth of magical items! Wish is WISH!

Criticizing an entire book because of what two classes can do at 17th level is like pooh-poohing the PHB because a high level druid or cleric can beat down any other character class. And you know the melee classes needed this kind of upgrade pretty badly.

[/QUOTE]

I guess I'm a naysayer, so I'll respond.  Most of my criticism is with this class and this class alone.  I haven't seen the other things in action and I can't comment, and from looking at them and hearing others who have it seems like this book is like Tome of Magic, parts I like and parts I didn't.

Bt anyways, let's look at your Wish example.  Wish by itself sucks.  All you do is move out of combat rounds and get a few rounds of sitting around.  That's a silly way of stating it, right?  Because it's not Wish itself, but all the combinations of other spells you can do with Wish that makes it awesome.  Same here, it's not +100 pts of damage.  It's that stacked on top of everything else you can do with it, like the other maneuvers and stances, that gets ridiculous.  Not only that, while clerics druids and mages are brutal at high level, in many ways they are balanced by being glass canons.  Warblades aren't, by any means.  d12 hit points, qualification for feats that only fighters can do like weapon spec and that whole chain.  It is ridiculous. If I wanted to be a fighter type, I'd choose that class over any other choice.  And if it's that obvious, it needs fixing.

Lastly, balance issues with classes are not solved by raising power levels of other classes.  That just accelerates power creep throughout the entire game.

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Chris Orlando
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08/25/2006 10:24 AM  
Well said again.  If the wizard doesn't have the right feats or the right spells on him, that level 17 warblade would easly take out that wizard in 1 hit if he won init..... how many wizards have only 130 hp? There is also another downfall to the arcane class, and thats them being weak at lower levels so it kinda balances itself out by starting as the weakest class and becamse the most powerfull.  Well anyways, i just wanted to hear what other people thought about this book, thanks for your posts.

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09/04/2006 10:14 PM  
Lets compare to a few other 9th Level spells on the table:

Imprisonment - essentially Will save or be out of action

Meteor Swarm - 8d6 impact dice, followed by 24d6 fire damage from the burst. (note no save if the creature is hit by the ranged touch attack)

Weird - multi target 2 saves or die

Energy Drain - 2d4 negative levels (no save)

Time Stop - free 1d4+1 rounds to do as you please

Implosion - save or die, 1 creature per round, up to 4 rounds with concentration

Compared to these, does a single target, standard action, melee range to deal +100 damage on a hit seem so bad?

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09/04/2006 10:16 PM  
Posted By Chris Orlando on 08/25/2006 10:24 AM
If the wizard doesn't have the right feats or the right spells on him, that level 17 warblade would easly take out that wizard in 1 hit if he won init.

Just for clarity, this assumes that the warblade is within 30ft of the wizard when initiative is rolled.

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09/05/2006 3:36 PM  
Finally had a chance to read the book. After figuring out the relatively complicated stance/maneuver system and looking at how things scale up, etc. and doing a little playtesting, I'm quite impressed at how this supplement works.

The 9th-level big boomer abilities compare well to 9th-level spells (save or die, save or take ~150 damage, etc), and while it's relatively easy to regain maneuvers, it's also relatively easy to regain spells (and high level casters typically will have more spells at the ready than warblades or crusaders will have maneuvers, not counting scrolls/wands/staves).

The lower-level abilities seem to be fairly balanced.

My only real concern is with the Warblade's d12 hit dice, however, those are mitigated (slightly) by restricted armor (mithral works wonders to bypass Heavy Armor restirctions) and is also mitigated (more heavily) by a complete lack of access to ranged weapons.

As has already been pointed out, by making the majority of the powerful manuevers a standard action, the designers limited their flexibility (can't be combined with a charge, can't be used with a full attack action, etc).

Just my assessment.


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09/05/2006 7:58 PM  
Posted By Shoe on 08/22/2006 10:36 AM
A 17th level cleric does 150 points of damage with a harm spell. A 17th level wizard can kill everyone in the room with wierd or wail of the banshee, regardless of hit points. And as noted, a 17th level fighter could be swinging four extra times (with haste), each of which should be doing more than 25 points of damage per hit.
 
High level abilities should be powerful.
 
I'd elaborate further - but I'm sure you get the crux of my position.

The advantage of Strike of Perfect Clarity is the ability to move and make the one attack at +100 damage.  Even better, the Warblade is using it's tumble skill to get past the meat shields and kill an enemy wizard in a single hit.  A Fighter can't do anything close to that.  Sure, a Fighter is getting 5 attacks on a full attack, but so is the Warblade.  Actually, the Warblade could use Time Stands Still for two full attacks.Â

And is it even valid to compare the Warblade to a Cleric or Wizard?  Unless I'm missing something, it's a variation of Fighter.  A variation that shames the Fighter.  While it gets less feats, the special abilities easily make up for that.  The Fighter class gives 11 feats by level 20 while the Warblade gives 4 feats plus 9 special abilites (including the VERY nice Weapon Aptitude ability allowing the Warblade to get the most use out of any weapon found).  The Warblade loses proficiency with heavy armor and tower shield, but in exchange gets only... better hit die, double the skill points, better/more class skills, oh, and the maneuvers and stances as well.

It looks like this book is going on the banned list for my campaign.Â


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09/25/2006 5:37 PM  
The book of 9 swords was to address the complaints of the base classes from complete warrior which many were dissapointed by as well as the complaints of the warrior class (which can be royally owned by base class rights at any points after lvl 12 up till lvl 20). I've had the oppurtunity to play as a lvl 20 sword sage in my last campaign and I actually found myself quite limited by the set restrictions on most of the manuevers. That radius on the fire attack really does suck. Anyhow on broken? No worse than a vorpal weapon in my opinion. Or heck, the cleric spell that allows allies weapons to become brilliant energy weapons. That collosal red dragon did not stand a chance against us after our cleric had that cast upon our party. Broken only depends on the situation and how fast the DM can react to it.

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09/25/2006 6:23 PM  
I don't believe your last statement. Some things might seem broken until you play it, but "brokenness" realy isn't a subjective thing. It is objective. I've seen DMs able to handle things like 3.0 Haste and Wraithstrike, but they still were broke, broken, broken.

I haven't played the Swordsage, so it might have fixed the problems that the Warblade had. I'll have to check it out if I eer get the chance.

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