So a few days ago I made this post.
No one likes a piker. Not in an MMO, and not in a tabletop game. In fact it is worse in the latter case as it is likely that that person is your friend and you really want him to be able to play the same game as everyone else and have fun doing it. And if it's you I would hope your buddy thought the same of you. Now if you, or he were ineffective out of laziness, or some other factor that was in their control that would not be a problem for anyone other than them as they brought it on themselves. But if it happens because you wanted to play 'swordsman' instead of 'mage', this is a serious design flaw. The warrior type is not presented as an NPC only role, or otherwise inferior to real options (even though the Warrior class - a weak version of it is) so it should not be. And yet it is.So the real question is - how do you fix 3.5 so that non casters can sit at the same table and participate in the same game as everyone else? Well, I looked around a bit, and experimented with some stuff and I found some answers. Not perfect of course, and you still have to know what you're doing to even consider fielding one, but it's still a remarkable improvement in that your entire party is not forced to break immersion as to why they are bringing a non contributor along and more to the point you can play the same game as everyone else and have fun doing it. The main problem you will have with such a set of house rules is the number of people who have the deeply ingrained conception that Fighters Do Not Get Nice Things that you will have to fight against each and every time you want yours to do anything that is cool, interesting, or relevant at all past level 5. If there is interest in this I'll make a new thread for it.
This is a surprisingly difficult problem to fix, as the reasons why non spellcasters are ineffective are many and varied. If you don't clearly understand the problem you will never be able to fix it effectively and will often make it worse by trying (see Pathfinder for examples of how NOT to do this).
So is my understanding perfect? No, of course not. I said it at the beginning, and I will say so again now. But better than most? Absolutely. And that's why I'm here.
Now there are several ways of doing this. The more in depth, comprehensive ways address more of the problem but also require much more technical know how to understand and implement. The quick and dirty fix is 'usually' enough for someone who doesn't want a Mensa exam just to bring a swordsman to their game. But even it requires certain assumptions to exist, or there is nothing to be discussed because you simply cannot do it if these assumptions are not held. And this is why the unusually common mindset that 'Fighters Do Not Get Nice Things' is your worst enemy here as a DM who doesn't get it will personally ensure any non spellcaster you ever play will never be relevant no matter how good an optimizer you are. You also may end up fighting yourself, as for some reason people freak out when a Fighter jumps down a hundred feet and sucks up the 10d6 damage despite the fact that at any level he could do that he could face multiple creatures, each with the strength of ten men in close combat and win and beating up ogres at that level isn't even that big of a deal. Just remember that everyone and everything else in D&D is going to Crazytown, so if you aren't with them you are out of state and not playing the same game as everyone else.
Now, here are the assumptions in question. These are absolutely not negotiable, so if you cannot get your DM on the same page, please save everyone a lot of headaches and just make a Druid or something as without them, non casters are absolutely non options.
32 point buy. Your game must have it. Why you ask? Because as a general rule that has few, if any exceptions spellcasting classes are Single Attribute Dependent (SAD) whereas non spellcasting classes are Multiple Attribute Dependent (MAD). As a SAD character, lower PB values are just fine as even 25 will allow you to get your prime stat maxed and Constitution to a respectable level - more than that adds to flavor stats, but not to character power. MAD characters need more than this to get up to par as they have to spread their stats thinner. 32 is the minimum value at which an MAD character can be fielded without being an embarrassment. More than 32 rarely offers a meaningful benefit, and is often too much for most so 32 makes the best middle ground.
'What about rolling Squelch?' you might be asking. Well getting one high and one solid stat is quite easy, and getting multiple solid or high stats is not. So it still favors SAD characters, just you don't have an easy option for a workaround. That and having the options available to you dictated by luck really sucks if you really had a particular character in mind and they don't line up with that. So don't do that.
Magic shops. Most people hate the concept of 'Mage Marts'. Among other things, reasons cited include 'magic items should be special'. If you want magic items to be special, you should not be playing D&D. Don't believe me? Look at any character. It's most obvious on the higher level ones because they have more stuff. Most of the items there aren't doing anything but getting their numbers up to par, simply keeping them level appropriate. It is nothing more than a basic tool of the trade. Policemen have a pistol, mace, handcuffs... Firefighters have a truck, an axe, and a suit, and your high level D&D character looks like a Christmas tree under Detect Magic. Attaching the word 'magic' to it does not make it special. Now, there are a few items that actually do something different, interesting, or unique but for the most part all having access to a 'Mage Mart' does is ensure you can keep your numbers at par by getting items that are directly and immediately useful to your character. Without this you're stuck depending on random luck for upgrades. Except that that really doesn't work. NPCs have less gear than you do, so the chances that anything they have is better than anything you have is quite low. To borrow MMO terminology for a moment, your upgrades come from selling the vendor trash that comprises the vast majority of what you will loot from dead enemies, treasure troves, etc. I don't like applying MMO terms to a tabletop game, but in this case it is entirely appropriate as the only use for all those +1 swords, rings of protection +1 and so forth is to save up for your next upgrade. Suffice it to say that because a 'Mage Mart' is required to keep your numbers at par, these need to exist and be readily accessible. By all means be realistic about it (you can get a +10 sword in a metropolis, but not Podunk village) just as long as said metropolis is reasonable to get to. That brings me to my next point.
Wealth by Level, or WBL for short. It's really a quite reasonable concept, particularly in a game where wealth directly equates to power and therefore limiting wealth also limits power. It is certainly an improvement over 1st and 2nd edition where there is a small but non zero chance the first goblin your newbie adventurer kills has a gem worth 1,000,000 gold. Particularly since you gain XP by finding treasure at a rate of 1:1, if I recall correctly. To say this is imbalanced would be an understatement, and what usually happens is the DM gets mad and chooses to ignore that you got one notch on your belt and instantly gained several kingdom's fortune and 20 levels. Which is fine, but it would have been better if he used a sane method of treasure generation so he didn't give the players something he didn't want to give them from the beginning. But back to 3.5 here. The problem with WBL is that the bar is simply set too low. Following WBL, a non caster simply cannot keep all their gear up to par, even with ready Mage Mart access.
It is often joked that Fighters have a hidden class feature called 'Gets Artifact Sword' because so many DMs, even those who are unaware there is even a problem to fix often hand the Fighter an Artifact Sword somewhere around 10th level. This sword is usually worth as much, or more as all the rest of his items combined and in some cases is worth more than the entire party's non artifact treasure combined. But what makes this notable is that despite its comparable value artifacts are NOT counted towards WBL. It's a quick and dirty fix though. Depending on class and level, you actually need something on the order of 150-200% WBL in order to get your gear up to par. This means either you get an artifact sword, you get a double share of the treasure for some reason or most commonly you set a pocket crafter on the job of making you everything for half price, making your money go twice as far. Again though many DMs don't like it, as they are operating under the erroneous assumption you are an equal party member without the help and would become too good with it.
One more thing. I use the word 'Fighter' a lot. While all of these are fully applicable to the class called 'Fighter' remember that it is not 'Fighters' that are deficient, but 'all non casters'. "Fighter" is simply a shorter way to say that.
Now with these assumptions in mind (your game is 32 PB, your game has Mage Marts, non casters have a pocket crafter to extend their wealth) here's the quick and dirty fix, for those who are not inclined to sit through a lot more technical jargon.
Rename the Tome of Battle Warblade to 'Fighter' and replace the PHB Fighter with it.
Rename the Tome of Battle Crusader to 'Paladin' and replace the PHB Paladin with it.
Unfortunately the Swordsage is not an acceptable replacement for the classes it overlaps with for various reasons, most notable being it's one of those main combat classes that has less than full BAB and nothing to boost their to hit to compensate unlike the Cleric and Druid (spell buffs) or Rogue (easiest time attacking as touch attacks, rendering the question of accuracy moot). If it had full BAB and had the Warblade recovery mechanic instead of the worst recovery mechanic of the three it would be an acceptable replacement for the Monk but not the Rogue. I'll go over the problems with BAB later in this document.
For those still here, the in depth fix follows. But again in order to fix the problems you must first understand what they are, aside from those already covered in the assumption section. As there are quite a few such problems, this section will be very long. You have been warned.
First, let us look at the core set of defenses available to any character. Those defenses are Hit Points (HP), Armor Class (AC), and Saving Throws (Saves). In general, AC works against physical attacks and Saves work against magical attacks. HP is supposed to be a second line of defense to both. If you're already saying 'Wait, what?' then you already know what's coming.
First, AC. Put simply you cannot get enough of it and also keep your offense relevant enough so that things actually want to attack you. Later on even if you are gimping your offense for defense your defense will still not matter, so all you have managed to do is ensure you cannot kill the enemy before they kill you. Some people will try to point at iterative attack penalties in response to this. Those only apply for manufactured weapons. Natural weapons take a maximum penalty of -5 (which becomes -2 with one feat and 0 with two feats) and you're going to quickly reach the point where weapon users are simply not a threat anymore, but the monster type brutes still are. So against the things that are actually a threat, your primary means of defense against them is completely ineffective even if you have spent a great deal of money on it. Obviously, this is a recipe for disaster. And often it is, as it sets a strict time limit on each and every battle.
Second, saves. Saves actually DO work, in that you can actually pass saves at later levels of the game. In fact you may actually do so more often than you did earlier on. The problem with saves is while they work in the short term, they do not work in the long term. If you are hit by one physical attack, that is not even an inconvenience (unless you really hate marking a few charges off your CLW/Lesser Vigor wand after combat) 1-2 full rounds of it will kill you, but until then you're fine. If you are hit by one spell, it's game over. So while having say... a 50% chance of not being hit by physical attacks (either due to Displacement or AC = Enemy to hit + 11) will roughly double your survivability, having a 50% chance of not being hit by magical attacks (due to saves = enemy DC - 11) still results in a very high chance you will not even survive a single combat. Even if you're saving 95% of the time that 5% chance a shot is going to approach 1 a lot quicker than you'd think. And not all builds can even do that. The only way to really compensate for the fact magical attacks are far more dangerous is to become immune to them. And this is either said than done - you can get the common immunities without much difficulty, but all of em? Not a chance. And please don't say 'anti magic field'. I don't want to hear Baby Jesus cry right now.
That just leaves HP. Except as you might have guessed, spells (or at least the ones worth talking about, which is just about any non Evocation) bypass HP entirely and as AC does not function as a defense they are evaporated very quickly by physical attacks. You would probably have enough HP to do your job if everything didn't sidestep it or go straight to it. But even so there is another problem. There isn't much of a HP difference between those supposed to have high HP and those supposed to have low HP. On the surface, the difference between say... a D10 and a D4 is quite large. Then you remember the default assumption is average HP, and there is absolutely no reason for anyone of any class to ever dumpstat Constitution unless they are intentionally making a gimp (and often, the Wizard will have a BETTER Constitution due to that whole SAD vs MAD thing) and the difference of '3 HP a level' at best amounts to something like the Wizard 20 weighing in at 151-191 and the Fighter 20 weighing in at... 214. That's not much of an edge. Especially when you have no alternatives and are supposed to be in close quarters. The Cleric and Druid will probably have better HP since they are only 1 HP a level behind but also SAD. Those are the numbers from 14 Con and a +6 item... the higher number for the Wizard are to illustrate the possibility of using that SAD thing to get a 16 Con and a 2 inherent bonus to Con for a total of 24 whereas the lower assumes all else being equal.
Remember here that HP, AC, and Saves are the only defenses non casters have, and only casters can bypass them either offensively or defensively. Remember also it's usually the non casters expected to run headlong into danger while the other guys hang back. See the problem yet? Not only are the supposedly most durable members of the party actually the least durable, but they can't even do their job by duking it out with enemies like themselves (big dumb melee brute).
Next, let's look at the offensive options available to non casters.
First there is 'attack for HP damage'. Doesn't matter if it means raging and charging with a great axe, throwing 10 vials of acid a round every round while blinking for sneak attack bonus, or whatever. It's still attacking for HP damage, and there is still no adverse effect to that HP damage until it reduces enemy HP to 0 or less. Not only is there no meaningful differences in method other than higher or lower numbers but for the same reason these are all counteracted by the same things. And I'll be going over that in a moment.
Then there are the various maneuvers. Namely Bull Rush, Disarm, Sunder, Trip, and Charge. I am deliberately ignoring Overrun because by the rules it doesn't actually do anything. Unless you are a rhino or other such trampler, but we're not talking about Druids here. I am also deliberately ignoring Grapple because you are not an octopus or similar (again, we are not discussing Druids), it's a huge pain due to clunky rules, and even if you do get it to work it hinders you more than the enemy. Not to mention it shares the same common weakness as all of the others.
So, what counters Bull Rush? Big, strong creatures. Multiple legs or exceptional stability also does.
What counters Trip? Big, strong creatures (or agile, but few enemies will have Dex higher than Str). Multiple legs or exceptional stability also does. And so does flight for that matter, at least the magical flight.
What counters Disarm? Being big, and high attack bonuses (partially a factor of Str, partially a factor of BAB). And simply not having something to Disarm.
What counters Sunder? Being big, and high attack bonuses (partially a factor of Str, partially a factor of BAB). And simply not having something to Sunder.
What counters Charging? Big, strong creatures on the grounds they have higher reach and get a free hit on you on the way in. This is notable because due to the other flaws often the difference between dying in one round and not dying in one round is one hit worth of damage. By giving the enemy a free hit, you cut the already short 'time limit' of 'kill the enemy before it kills you' in half. Not smart, especially if you actually want to keep the same character in the campaign.
What counters simply running up and hitting it? Well I think you get the pattern by now.
All of these things are blocked by the same thing. Which means no matter which ones are available to you, all of them are going to be blocked. No meaningful difference there. And when that happens you have no other answers.
Here is an illustration for contrast.
Let's take a level 3 wizard. Why level 3? It is a level at which you can start to see what I want to demonstrate, a level at which most agree the game is balanced, and a level that is not too complex just yet which makes the example simple. We will make him human, max Int (18) and a generalist to make this as general as possible.
Our hypothetical wizard has 2 level 2 spells (1 base + 1 Int), 3 level 1 spells (2 base + 1 Int) and 4 cantrips. Since the cantrips are probably flavor stuff such as Mage Hand, Mending, Prestidigation etc we will ignore those.
Let's give our sample Wizard the following spell load out:
1: Color Spray, Color Spray, Sleep.
2: Hideous Laughter, Hideous Laughter.
Now all five of those effects are very, very good. They have the effect of 'ends the encounter on the spot' which is about as good as it gets even. And as there are five of them, there's enough to throw one every battle with one extra. More than enough. Compare to stuff like 'may or may not have any meaningful effect whatsoever' or 'moves enemy around a bit which is really just you looking busy but not doing anything of substance' or 'costs enemy about half of a round at most' and it is quite obvious that the Wizard tricks are better than the Fighter tricks, even now at this low level where again, most agree the game is balanced.
However there is one problem. All of these are Will based Mind Affecting spells, and as such all of them have a common weakness as well. So a low level Cleric, or a low level Druid from the Eberron Child of Winter sect (notable for vermin animal companions), or a group of skeletons and zombies led by a Ghoul are all examples of level appropriate encounters that would completely school this hypothetical Wizard.
What does this demonstrate? No matter how awesome your trick is, in any game that has any form of tactical complexity you will need more than one trick, so you can do something notably different to hit things that the first trick will not work well or at all on. Further the more tactical complexity a game has the more often you will encounter a situation where you must find an alternative answer or have no answer. As 3.5 is extremely tactically complex, to the point of becoming a Chessmaster like duel of wits more than traditional RPG combat this comes up very, very often. If you cannot adapt, you will be screwed more often than not. Even if your tricks are as good as they possibly can be, they will still be non applicable at times.
The difference however is the Wizard can sub out his Hideous Laughter spells for Glitterdust or better yet Web and hit a different subset of creatures (namely those without high Reflex saves or Strength) which is very complimentary to something that mainly hits weak willed but not mindless brutes. In other words, he can adapt. There is still some overlap, for example a monstrous spider will shake off both the mind affecting stuff and Web but even by adding a second option you gain a lot more ground. And the problem is the Fighter simply doesn't have that option at all, no matter what because all of his stuff is blocked by the same thing. And then you remember that in addition to the Fighter tricks being less powerful than the Wizard tricks they also have a narrower spectrum of use and often don't help you at all (Bull Rush without Dungeoncrasher) or that actually hinder you by using them (Sunder)... Guess who can't keep up?
What actually happens is not only are the Fighter options not meaningfully different from each other but because they are not you might as well throw your eggs into one basket to get your numbers up, and indeed have to do this to even use the maneuver in the situations that you can at all. This leads to the situation of Fighters either being a Charger, a Tripper, or might as well be Not There for all the difference they are making. Just attacking doesn't do damage fast enough, disarm doesn't work on anything that matters since you cannot disarm claws and teeth, sunder doesn't work on anything that matters since you can't break claws and teeth (and if you did encounter a situation you could use it, you're still best off not doing so), and moving enemies around doesn't matter unless you're doing so on a Dungeoncrasher build and then it's just a novelty build that really just amounts to HP damage when it works. And even the charger and tripper are negated by more things than they are not, which without alternatives means they're dead weight on the battlefield. And that's without getting into many of the other things that block them aside from 'melees better at meleeing than they'. But I think the point is quite clear by now.
Back to my earlier comment about a Chessmaster duel of wits. Yes, your stats matter, even at high levels. But the more complex things get, the more the game hinges on your ability to successfully predict what your opponent will do and counter it. There is nothing wrong with this, it is the very nature of tactical combat. The critical design flaw is that only spells are allows to have a valid role in this. It's spells that block options against you, spells that determine which of your options are not blocked on the enemy, and spells that determine what options you should block. Success depends on your ability to think of something your opponent has not thought of to counter or cannot counter and hit them with that. If you guess wrong, you almost certainly waste your turn and the enemy gets the chance to do the same to you. But if you don't have access to spells you can't play the same game. You either live on the pity of others and give nothing back or get roasted by anything that goes your way, and you can't exploit enemy weaknesses - you're lucky to do anything at all.
Well, there's really only two solutions to this. The first is 'play a spellcaster' because there simply is no mundane answer to Gate (9th), and there barely is a mundane answer to Mirror Image (2nd). Without rewriting the entire game from scratch anything that can play the same game as everyone else is going to be a spellcaster, even if you name it Fighter. The second is 'strip all tactical complexity out of the game'. This is the 4th edition solution, and while it technically worked in that 'run up and hit it' works 1-30 the fact that the tabletop equivalent of hitting X repeatedly (and I do mean repeatedly - you will be grinding a while) makes for a completely unengaging game. Even deliberately easy and simplistic games like the Final Fantasy series provide incentives to mix it up a little. Not to mention pretty graphics, so you take longer to notice that doing 9,999 a hit is not that impressive when grinding on 7-8 digits worth of HP.
I don't consider either of those valid options. If you've seen any other post I have ever made about 4th edition you know why the latter is bad, and the former is simply giving up on the idea of a non magical character.
If you're willing to accept that the system will always make you a second class citizen even if you are not a gimp though, here is what you can do:
First, the reason why AC is not a valid defense is because you simply cannot get enough of it. If you could get AC 70 at level 20 then you would be missed 50-75% of the time by level appropriate enemies which constitutes significant mitigation, well worth the investment. The fact you actually cap out about 20 points lower, in a game where only 18 numbers (enemy to hit + 3 to enemy to hit +20) matter and consequentially those same enemies Power Attack for 10 and still hit on a 2 or better when attacking an AC specialist is a design flaw.
Pretty easy to fix. Raise the caps on AC gear from 5 to 10 (that's another 5 points from each of four different items). You will also need to significantly reduce the cost to make this affordable as otherwise the level squared formula will result in maxed out armor and shields being 225k each instead of 100k and natural armor and deflection items being 200k instead of 50k... which means you can't actually take advantage of the higher cap because you don't have enough funds. How significant you ask?
Well cutting the cost in half (500 squared for armor and shields, 1k squared for natural armor and deflection) results in 112.5k armor/shields and 100k natural armor/deflection. That's still 125k more than you'd otherwise pay, but it boosts your AC from 'practically irrelevant' to 'actually helping you' so I would say half is a good benchmark.
Saves... not a lot that can be done here. You could make 1s not auto fail if you want, and that would fix the 5% chance a shot quickly approaching 1 and making you die every few battles problem, particularly since you still need good saves to reach that point and it's not easy to get those. And on the caster side, they can still provide huge penalties to saves or just bypass saves outright so it's not like even that would fully stop them... but it certainly would help. Otherwise just rely on immunities, but high saves too to try and block things you forgot to cover.
HP... Making AC actually work also fixes the problem of HP vanishing too fast, as now you are taking about 25-50% of incoming damage instead of well over 95% (due to Power Attack). It still does not solve the problem of not actually having much of a HP edge despite being supposed to. For that I recommend weighting hit dice. The heavier you weight hit dice, the more you favor the larger HD.
Going back to the hypothetical typical wizard 20 vs fighter 20 example, the former has (2.5 * 19 + 4 + (20 * 5) = 151.5) and the latter has (5.5 * 19 + 10 + (20 * 5) = 214.5) with average HP, all else being equal.
If you assume 75% HP instead of average, the average wizard HD increases from 2.5 to 3, making for an increase of 9.5 for a total of 161. But the average fighter HD increases from 5.5 to 7.5, adding 38 HP for a total of 252. Much more of a difference now right?
If you max HP the wizard has (20 * 4) + (20 * 5) = 180 HP, and the fighter has (20 * 10) + (20 * 5) = 300 HP. Much more like the difference you'd expect to see? I'd certainly think so.
Of course as 3.5 is a system based on mechanical transparency - that is to say, enemies use the same rules as you this should apply to them as well. However it is still a change that favors the players of martial type characters as most of enemy HP comes from their Constitution and not their base HD. End result? Enemies gain a little, but players gain a lot.
Unfortunately you still don't have any tactical versatility. But at least now you can show up on the battlefield and not be a complete embarrassment, provided that your one trick is applicable. It's a remarkable improvement.
There are also other things that can be done such as fixing feats to not suck so much as these provide much of the chassis for non spellcasting classes. Still won't really help the versatility problem, but at least will do away with the insult that is offering Fighters Weapon Focus and similar junk. But as I've written quite enough here already, I'm done for now.
Any questions?
Edit: Realized I forgot a section.
Why BAB doesn't really matter:
BAB does exactly two things - First, it increases your to hit at a 1:1 ratio. Second, it gives an extra attack at BAB levels that are a multiple of 5 + 1 (1, 6, 11, 16) and those other attacks take a cumulative -5 penalty.
Well, going from 5 BAB to 6 (low level character) means going from +5 to +6/+1. This is a significant difference. It is one that roots you in place since barring Pounce or a few other things you cannot move more than 5 feet and also full attack but it is significant.
Going from 10 BAB to 11 (mid or high level character, the difference between bad and average BAB) means going from +10/+5 to +11/+6/+1. The third attack at -10 is not really helping so much, but it might help.
Going from 15 BAB to 16 (the difference between average and good BAB) means going from +15/+10/+5 to +16/+11/+6/+1. A fourth attack at -15 is simply not going to be useful. If your first attack will hit on a 2, the last attack is only hitting 20% of the time. If the last attack has a significant chance to hit you're better off Power Attacking and getting 2-3 strong hits than 4 weak ones.
That just leaves to hit. Most of the classes that have 3/4th BAB have an alternate means of ensuring they can hit. Clerics and Druids have buffs which more than compensate for the 1-5 points of to hit deficiency. Rogues have the easiest time attacking as touch attacks to ensure accuracy that way. The classes that lack both full BAB and compensatory measures simply fail at life, with the Monk being the iconic example of this along with his signature ability, often nicknamed 'Flurry of Misses' because it lowers accuracy still further. And the Monk has more problems than 3/4th BAB and no buffs or workarounds - lack of magic fists, and lower Strength for example. But this isn't about Monk hate, as much as a guildie of mine would love that.
What this is about is as bad as it sounds to have less than full BAB and no compensatory measures, you are actually worse off in a way if you have full BAB. Yes, you heard me right. Now at this point you're probably wondering what the hell I'm talking about. Well, as my earlier example demonstrated the difference between full BAB and 3/4th BAB is very small. Not much of an advantage for having it. However the developers had a completely different idea and drastically overpriced full BAB. End result? Full BAB classes printed before Tome of Battle were extremely weak because they thought a near worthless ability was actually an amazing one, so the full BAB classes get... a weak ability in the form of full BAB, and some other weak abilities like 'free feat' or 'favored enemy' and that's the whole package. And this is how Clerics or Druids (collectively nicknamed CoDzilla) came to be the best melee characters. It isn't that CoDzilla goes around stomping through town, although it does. It's that the competition is so weak that besting it is not a problem. It is also why in D&D like games where classes like the Fighter are actually worth a **** due to getting worthwhile abilities such as our very own DDO dedicated combat classes like the Fighter DO win out over 'battle Clerics'. It also helps that DDO is a lot less tactically complex so 'just hit it' is shut down a lot less often.
I've mentioned ToB quite a lot in this document. Many don't like it, and the reasons invariably are some variant of 'Fighters Do Not Get Nice Things'. About the only notable reason is it being called 'Anime', so named because more people know about Anime combats going straight to Crazytown than of the Western fantasy that does the same or at least was around far longer (King Arthur, Epic of Gilgamesh, Hercules etc). And anime combats do in fact feature viable swordsman and martial artists so ya know what? I can deal with the anime derision. And this is coming from someone who doesn't like anime as a general rule. Especially since as established earlier, arriving at Crazytown is an absolute requirement to continue playing the same game. For the most part though I keep bringing it up because it came out near the end of 3.5, when the developers finally realized that they were drastically overvaluing a full BAB progression and started writing full BAB characters that didn't suck.
Amendment 1: Replaced all instances of 'Hypnotic Pattern' with 'Hideous Laughter' to correct a minor mistake pointed out by Aspenor.