My intent was to give the player many options to choose from. You can prioritize Strength, avoid maneuvers with Save DC's (although there are a few with Str based DC's in other disciplines), and be a strait melee build with some cool mobility options. You can prioritize Dex, use Weapon Finesse and maybe the Falling Star discipline, the Momentum stance, and maneuvers with Save DC's. You can prioritize both Str and Dex, and have very high opposed checks, but some MAD issues. You can even prioritize Wisdom, use Intuitive Strike and Wis based Swordsage disciplines.
Fixed. Thanks.
It's certainly a possibility. Though I'd probably just add them as class abilities or maneuvers rather then Feats, because other classes really wouldn't have a use for them (since getting Dodge/Mobility/Spring Attack are such piss poor feats), and I dislike "Feat taxes" (If a class "should" be capable of doing something, they should just be able to do it. They shouldn't have to pay an extra cost to do it).
Well, you do have access to 2 other non-Lightning Fox disciplines of your choice, so you should always have something to do as long as you move enough to refresh your maneuvers. (And unlike the Swordsage and Warblade, refreshing your maneuvers is basically a free action as long as you make some effort to move around the battlefield. So you never "waste" a round on refreshing).
But I love the idea of having maneuvers focused on dropping on top of your enemy. Give me a little time to write and play test them, then I'll add them to the list.
It is a potent effect. But it's a Standard Action maneuver, so at most you're getting 1 chance to trigger it, it only triggers on a natural 20, and it allows a Saving Throw. I would say that it's considerably weaker then Hold Person or similar Save or Lose/Die effects.
You are correct about this. Run is a full round action (until your capstone ability) which allows you to move up to 4 times (or 5 times with the Run feat) your movement speed in a strait line. You can stop at any point during your Run. For the maneuvers that require a Run action, the point is that you have the option of starting very far away or ending your turn very far away from your opponent.
Thanks for the commentary everyone. It is appreciated.