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Tome of Battle: The Book of Nine Swords (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
 
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Tome of Battle: The Book of Nine Swords (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) (Hardcover)

by Richard Baker (Author), Frank Brunner (Author), Joseph Carriker Jr. (Author)
4.2 out of 5 stars See all reviews (33 customer reviews)


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Editorial Reviews

Product Description
Tome of Battle introduces a new combat subsystem for the D&D game. Tome of Battle introduces new rules for players who want new and interesting combat options for their characters. The nine martial disciplines presented within allow a character with the proper knowledge and focus to perform special combat maneuvers and nearly magical effects. Three new martial adept base classes are presented that allow a character to develop their discipline even further. Also included are new feats and prestige classes that build on the disciplines, new magic items and spells, and new monster and organizations.

Product Details

  • Hardcover: 160 pages
  • Publisher: Wizards of the Coast (August 8, 2006)
  • Language: English
  • ISBN-10: 0786939222
  • ISBN-13: 978-0786939220
  • Product Dimensions: 10.9 x 8.4 x 0.6 inches
  • Shipping Weight: 1.4 pounds
  • Average Customer Review: 4.2 out of 5 stars See all reviews (33 customer reviews)
  • Amazon.com Sales Rank: #38,455 in Books (See Bestsellers in Books)

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    #37 in  Books > Science Fiction & Fantasy > Gaming > Dungeons & Dragons
    #92 in  Books > Entertainment > Puzzles & Games > Role Playing & Fantasy

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Customer Reviews

33 Reviews
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Average Customer Review
4.2 out of 5 stars (33 customer reviews)
 
 
 
 
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53 of 57 people found the following review helpful:
4.0 out of 5 stars You'll need two copies and a bookkeeper, August 11, 2006
This is an interesting and potentially exciting supplement, but there are so many new rules, you'll need a copy of the book for yourself and your GM. This is one of those supplements where the crunchy bits are so extensive you can't just drop it into an existing game and run with it.
Likewise, the crunchy bits are tightly intertwined and have new rules systems meaning that the GM and the player will need to understand them. Unlike many of the other splat books, this one would be hard to pick and choose - you can't just grab a couple of feats and go, you and your GM will need to understand the rules well.
The system includes three new base classes which are really there to allow you to use the new combat rules. The classes represent three different approaches to extreme combat training.
The book offers about 30 new feats including a large number of tactical feats. The much longer rules section is the maneuvers and stances. Many of the feats either have maneuvers or class levels as prerequisites, meaning you can't just drop them on your favorite fighters.
The maneuvers and stances are the core of the book. They are organized into 9 schools each of which has a different focus. These special tricks allow you to gain advantages in combat. The advantages range from simple bonuses to hit or damage to the ability to take extraordinary actions or create what would normally be considered magical effects.
Because some of these tricks are quite powerful, there is some bookkeeping involved in using them. The suggestion in the rulebook of using tokens (or index cards) to track them is perfect and should probably be considered mandatory.

Overall, this is a great book and a great expansion. The extra bang for fighters is very welcome and allows you to create some very popular cinematic and fiction archetypes that you just can't get with the conventional rules. The extra complexity is worth it, but you definitely need to make sure that you read the rules thoroughly before starting to play or adding this to your campaign.
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17 of 18 people found the following review helpful:
5.0 out of 5 stars Breaths New Life into D&D Close Combat, September 3, 2006
I have to admit I was a bit skeptical about this product when I first heard about it. I generally like my games to have a lower power level, and I haven't bought many "splatbooks" in the past. Plus, over the top fighting styles usually don't excite me. However, as I read some of the promotional material my interest started to peak.

I knew from my gaming experiences that the spell casting classes tended to outclass the physical combatants. Not only did they get much more powerful, but they had a more interesting options. I don't mind playing a weak character (I played a half-orc diviner in one campaign) , but the game is simply not fun when you are unable to contribute to the fights as often happens with physical fighters at high levels.

The book of nine-swords changes this with a dynamic new system of "maneuvers", special fighter abilities that are superficially similar to spells. The book introduces three new base classes collectively known as Martial Adepts: the crusader, swords sage, and warblade that utilize these techniques. The game does this amazingly well and the system is easy to learn (especially if you keep track of the maneuvers on note-cards as the book recommends).

A martial adept can ready a few manuvers at the beginning of each battle and as he uses them, they go away. However, unlike a spell caster, he doesn't need to get a full nights rest to recover his powers - just a few minutes of practice / recovery time. This allows the martial adept to keep the durability that fighters are supposed to have over mages. The maneuvers themselves are very well done - they all have flavor text telling you exactly what they look like in battle and even the more fantastic ones them sound more exciting and flashy then just cheesy.

The martial adept classes give a strong alternative to traditional spell casters without taking their place. High level maneuvers are impressive but not as flexible or powerful as equivalent spells. At the same time, they make front line fighting dynamic and exciting. The book even enhances the power of existing characters, providing several feats that allow anyone to learn a maneuver or two. I would highly recommend this book, its approach is brand new and breaths new life into the D&D combat system.
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20 of 24 people found the following review helpful:
3.0 out of 5 stars Understand What This is Before You Buy It, April 18, 2007
The Book of Nine Swords IS NOT a simple expansion of the Dungeons and Dragons combat system; it is three new classes, multiple new abilities that will alter the nature of most games, and an interesting story arc that ties them all together. It is important that the second aspect is realized by all those involved in the game - especially the other players. The new classes are, quite honestly, more powerful than many of the core classes (especially at early levels) - and their addition will change the game dynamic.

The three new classes revolve around new abilities called "maneuvers" that are used during combat rounds. In essence, these are super-powerful combat feats that renew very quickly (sometimes by the next round). While these maneuvers aren't as powerful as a fireball spell, they do offer many bonuses including increased damage, extra melee attacks, and improved armor class. Combined with other abilities that the new classes get, this makes them TOO POWERFUL for most traditional games. In fact, adding them to a current game will probably result in all of the melee-types (fighters, rogues, paladins, etc...) taking at least one level of a new class because of the major power boost they will get.

That's the biggest problem with this supplement - it isn't balanced. This is a trend that has gone on with other recent supplements including Dungeonscape, and makes me wonder if Wizards of the Coast is still playtesting their products prior to release. The classes themselves are fun to play, but they tend to only work well in a campaign focused on them (rather than stuck into an ongoing game). If such a new campaign is to be started, DMs might also want to consider other expanded D20 systems including Monty Cook's Iron Heroes.

A few other notes about this supplement:

- All classes have access to the maneuvers through new feats.
- The new classes often require A LOT of tracking and number-crunching each round.
- A useful way to keep track of crusader maneuvers each round is to use index cards. Write each of your crusader's readied maneuvers on an index card (one maneuver per card); the DM can shuffle and deal the appropriate number of cards to your character during the various combat rounds.

Final thoughts: This product isn't for every DM's game, so be aware of that before you buy it. For those looking to add flavor to a new campaign, though, it has definite potential.
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Most Recent Customer Reviews

2.0 out of 5 stars It's a good read but a bad play
ToB is a great read and at first glance you think it would be a great addition to any existing campaign. It is not.

ToB brings spellcasting to melee classes. Read more
Published 19 months ago by J. Riego

5.0 out of 5 stars Makes Mellee-dedicated classes far more appealing.
I don't know where to start with this book. Some people will complain that it is "broken" or far too complicated. Read more
Published 20 months ago by M. Tschida

5.0 out of 5 stars Our new favorite PC book
My entire gaming group reached a consensus: this book is our new favorite book for core classes in DnD 3.5. Read more
Published 21 months ago by Jonathan D. Timmermann

5.0 out of 5 stars Excellent
Great new classes in the book. It opens up wonderful new possibilities for melee characters.
Published 23 months ago by Joel S. Hickey

3.0 out of 5 stars broken but fun (review is for ppl who know the game)
I haven't totally devoured the entire book. However, i am currently playing a third level Warblade (class level of four) in a very active campaign. Read more
Published 23 months ago by J. Auer

5.0 out of 5 stars Cool new classes and system
The classes in this book are awesome and the weapon techniques are cool. The desert wind school has some of the coolest abilities as the shadow hand style. Read more
Published 24 months ago by L. Schwarz

5.0 out of 5 stars Excellent resource for high power campaigns
Gamers who play low-power, goblin-bashing campaigns will find little use with this resource. Using any of the classes or even some of the feats will greatly disrupt the balance of... Read more
Published 24 months ago by E. Buckley

5.0 out of 5 stars Tome of Battle
This is a good supplement to the standard D@D 3.5 rules, but make sure that your DM reads it before you play (if you are a player), because there are some strange rules and new... Read more
Published on June 14, 2007 by AbsolutFirefox

4.0 out of 5 stars Excellent ...but there are significant balance problems
We've used this book for about 3 monuths now in our game. We've found the new base classes to be a significant power-up from the melee classes of the core + supllements. Read more
Published on May 29, 2007 by F. Ochs

5.0 out of 5 stars Awesome new flexibility for melee classes
This is, hands-down, one of my favorite D20 splatbooks. It adds a huge amount of variety to the 'old' fighter concept. Read more
Published on May 7, 2007 by Mark A. Baxter

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One thing that most reviewers forgot to mention... 0 January 2007
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