Up until recently, I avoided ToB simply because I didn't want to have to learn
yet another mini-game/resource mechanic. However, I've recently decided to crack it open, and ..... WHAT THE HELL TOOK ME SO LONG?! This thing is made of liquid awesome!
That being said jump sucks!
Mr Thri-kreen would like a word with you.
I think I just had a revelation about why people have this misconception about the "fluff" of ToB being cartoony or anime or Japanese or whatever. We've been ruined by years upon years of King Arthur movies with bad fight choreography.
If your approach to fighting in the era D&D is modeled after boils down to "I charge in and swing my _____ at it," then you will die very, very young. There is more nuance and subtlety to a fight than that, and ToB is the first 3e sourcebook ever that actually successfully reflects that with game options that aren't complete and utter shit.
If you want to see why you need ToB in your campaign, go watch Gladiator or something. Not that you should need a reason to watch Gladiator, but you have one, now!
I've been thinking lately about Wheel of Time; specifically the way the various sword styles, stances, and maneuvers are described (mostly in relation to Lan).
And then I juxtaposed that against the ToB.
And I can't help but to notice how well the two concepts mesh. ToB seems like it was intentionally written/designed with the expressed intent of practically forcing players to be all cinematically descriptive and shit when they render battle upon the baddies' heads.
Fuck what it does mechanically -- the player-described narrative that it encourages is almost worth the price of the book by itself. (oh yeah, and the mechanics are pretty cool as well).