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D&D 5E 2017 CLASS "TIER" SURVEY. Everyone get in the pool!

snafuy

First Post
About 2 years ago, the (sub)classes in 5E's PHB were rated by various groups. Since then, I suspect some of the views have shifted, but more importantly, the total number of archetypes has almost exactly doubled thanks to DMG, SCAG, and now XGE. Time for everyone to take another look.

It's a long list, over 80 items. Pace yourself, and rate any that you know well, but feel free to skip ones you don't.

The first question is intended to be as objective as possible. Try to keep your emotions away from your perception of class effectiveness. Base your ratings on "crunch" (game mechanics & numbers), not lore, fluff, house rules, or setting-specific restrictions. Remember: BALANCED IS GOOD! Your total ratings above & below the middle should be roughly equal.

There's also a second question (optional) to express personal favoritism. It might be interesting to see where the two answers differ most.

Okay folks, allons-y! https://goo.gl/forms/WrAT2Qj89ited1rD3

p.s. Yes, yes, I know the older edition concept of "tier" no longer applies, because 5E's class balance is vastly better than 0123E. Nevertheless, differences exist, and people want to compare them.
 

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Are the UA drafts of these classes the same as the final printed ones? Or at least close enough (e.g. Forge Cleric)?

* War Magic Wizard: https://media.wizards.com/2017/dnd/downloads/MJ320UAWizardVF2017.pdf
* Hexblade Warlock: https://media.wizards.com/2017/dnd/downloads/20170213_Wizrd_Wrlck_UAv2_i48nf.pdf
* Celestial (Light) Warlock, Shadow Sorcerer, Gloom (Deep) Stalker Ranger: https://media.wizards.com/2015/downloads/dnd/02_UA_Underdark_Characters.pdf
* Storm Sorcerer, Swashbuckler Rogue: https://media.wizards.com/2015/downloads/dnd/UA_Waterborne_v3.pdf
* Divine (Favored) Soul Sorcerer: https://media.wizards.com/2017/dnd/downloads/26_UASorcererUA020617s.pdf
* Scout Rogue, Horizon Walker Texas Ranger: https://media.wizards.com/2016/dnd/downloads/2017_01_UA_RangerRogue_0117JCMM.pdf
* Inquisitive Rogue: https://dnd.wizards.com/sites/default/files/media/upload/articles/UA Gothic Characters.pdf
* Monster Slayer Ranger, Redemption Paladin, Drunken Master Monk: https://media.wizards.com/2017/dnd/downloads/UAThreeSubclasses.pdf
* Conquest Paladin: https://media.wizards.com/2016/dnd/downloads/UAPaladin_SO_20161219_1.pdf
* Samurai, Cavalier (Knight) & Arcane Archer Fighter: https://media.wizards.com/2016/dnd/downloads/2016_Fighter_UA_1205_1.pdf
* Shepherd & Dreams Druid: https://media.wizards.com/2016/dnd/downloads/UA_Druid11272016_CAWS.pdf
* Forge & Grave Cleric: https://media.wizards.com/2016/dnd/downloads/UA_Cleric.pdf
* Whispers & Glamour Bard: https://media.wizards.com/2016/dnd/downloads/UA_Bard.pdf
* Kensei Monk & Swords Bard: https://media.wizards.com/2017/dnd/downloads/UA-RevisedSubclasses.pdf
* Zealot, Storm Herald & Ancestral Guardian Barbarian: https://media.wizards.com/2016/dnd/downloads/UA_Barbarian.pdf
 
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Yes, yes, I know the older edition concept of "tier" no longer applies, because 5E's class balance is vastly better than 0123E. Nevertheless, differences exist, and people want to compare them.
Comparing 'balance' among those is like comparing how white different brands of pitch are. ;P

Even so, 3.5 Tiers struck me as a more narrow ranking scheme than balance, they seemed mainly to be about versatility. Prepped casters were in Tier 1 because they had the flexibility to change which spells they could cast even if they had to decide how many slots to devote to each at the same time, Spontaneous casters were in Tier 2 because while they couldn't swap out which spells they could cast, they could decide in what proportion to cast them. Prepped casters in 5e combine both forms of flexibility.
 

The inherent problem with trying to do this survey is that much of the stuff you say in your post (the lore, the house rules, and the fluff) all matter and cannot be objectively tossed aside and still have meaningful results. Additionally the survey lacks context. You cannot even judge crunch or individual abilities in a vacuum. What is good for Adventurer's league is not good for every campaign, and certain classes shine in certain settings (i.e. paladins and clerics in Ravenloft, Rangers and Druids in wilderness heavy games like Tomb of Annialation, or a college of whispers bard being amazing vs humanoids in a political intrigue game but absolutely sucking vs anything immune to charm or a dungeon crawl.

You cannot simply "rank" the classes in a sheer mechanical perspective, at least not a meaningful way, as there is no one all encompassing set of results that is good in every situation. The game is too diverse to allow for than, and it is good that this is the case. What you could do however, is conduct a survey with a narrower set of expectations (i.e. best character specific adventurer's league module, or a certain party role/task, or adventure path).
 

The inherent problem with trying to do this survey is that much of the stuff you say in your post (the lore, the house rules, and the fluff) all matter and cannot be objectively tossed aside and still have meaningful results. Additionally the survey lacks context. You cannot even judge crunch or individual abilities in a vacuum. What is good for Adventurer's league is not good for every campaign, and certain classes shine in certain settings (i.e. paladins and clerics in Ravenloft, Rangers and Druids in wilderness heavy games like Tomb of Annialation, or a college of whispers bard being amazing vs humanoids in a political intrigue game but absolutely sucking vs anything immune to charm or a dungeon crawl.

You cannot simply "rank" the classes in a sheer mechanical perspective, at least not a meaningful way, as there is no one all encompassing set of results that is good in every situation. The game is too diverse to allow for than, and it is good that this is the case. What you could do however, is conduct a survey with a narrower set of expectations (i.e. best character specific adventurer's league module, or a certain party role/task, or adventure path).

This is for all intents and purposes incorrect. While there are some factors that can't be accounted for, there are a huge number that can be compared and with a reasonable degree of accuracy. Furthermore, many of your examples illustrate that point; yes a paladin is good in ravenloft, but they're also perfectly fine in a regular campaign. Can the same be said about the inquisitive rogue? Most of the reports I've heard about it seem to indicate that it is not as versatile as the paladin is and if so, that's a genuine mark against the subclass. Likewise, I'd bet just about anything that if you polled people here on how often they do dungeon crawls as opposed to intrigue, that dungeon crawls win resoundingly. This means that the narrow application of College of Whispers is a weaker option than more malleable subclasses. As Tony points out, flexibility and general applicability are considered strong options for power ranking and rightly so.

I would tentatively agree in saying that there's not much to be gained from trying to order the classes from greatest to least, as saying "X class is the best" will typically be misleading. But at the same time, it's idiotic to believe that there's no way to gauge the general power level of the classes in relation to one another.
 

This is for all intents and purposes incorrect. While there are some factors that can't be accounted for, there are a huge number that can be compared and with a reasonable degree of accuracy.

And I would argue that those unaccounted factors are more important that you realize. I will agree that we can definitely do a ranking, just that much of what the original post casts aside is very important. I would argue, for example, that the setting and type of game are by far the most important factors as to which classes perform better, and that several classes have in build "fluff" that cannot be cast aside, of have abilities that in one person's hands are absolutely terrible, but in another's are very powerful. Want an example of this? Thieves Cant. In the hands of a skilled rogue (and admittedly lenient DM) you could literally use it to destroy a campaign. Would most use it in such a way? No. But it could be done.

Slight hyperbole aside, we run into a definitional issue the original post does not address: what is "good"? Are we defining it as broadest applicable functionality? We do we define as functional? The player having fun? The character being superior to all others? The ability requiring a munchkined/min maxed character in order to be deemed good?

What about abilities like the paladin oaths? Are they considered crunch or fluff? What about patrons or dieties? What about alignments, party compositions, encounters, etc?

Most of the reports I've heard about it seem to indicate that it is not as versatile as the paladin is and if so, that's a genuine mark against the subclass.

What reports? I'll concede some subclasses function better in certain games (whispers bard), but as far as I'm aware, short of ranger and *maybe* sorcerer, pretty much every class functions just fine in nearly any sort of game. What matters far more is genre conventions, setting stuff, and alignments/party social relations (i.e. a CE Minion Necromancer probably won't work with a Vengeance Paladin who focuses on slaying undead with a passion no matter which class is deemed "better" and neither character will fit well in a game about saving a town from dragon cultists and their dragon master.

Likewise, I'd bet just about anything that if you polled people here on how often they do dungeon crawls as opposed to intrigue, that dungeon crawls win resoundingly.

And I'll refrain from making assumptions such as this, nor do I assume that one forum website known for having a disproportionate number of power gamers and munchkins is representative of the larger D&D community. What I do however not like, is the idea of spreading misleading information to potential new players that certain things "don't matter" when they might to certain DM'S or gaming groups.

This means that the narrow application of College of Whispers is a weaker option than more malleable subclasses. As Tony points out, flexibility and general applicability are considered strong options for power ranking and rightly so.
Who says that flexibility is always considered stronger? Isn't the entire *point* of subclasses to help specialize your character? To say nothing of the issue that everyone rolling generalists often ends up with a dysfunctional group of "Lone Wolves" who tread on each others toes and don't allow others a chance to have a spotlight in a game. The game is a cooperative experience and any survey needs to consider this.

What would be a far better thing to do would be to try to identify types of games, situations, and group setups where each class, race, background, and subclass not only performs well, but also fits the game, in order to help new players roll characters that will allow the maximum fun for both themselves and their gaming groups, rather than rank them as "best to worst".

I would tentatively agree in saying that there's not much to be gained from trying to order the classes from greatest to least, as saying "X class is the best" will typically be misleading. But at the same time, it's idiotic to believe that there's no way to gauge the general power level of the classes in relation to one another.

On these points we actually agree. I just am pointing out that we cannot disregard roleplaying, fluff, and settings, ad that context matters.
 

1 week along, I think the bulk of the responses are already in. The data actually looks pretty clean. The averages so far are similar to the 2015 ratings, with some notable shifts. I think most people will find the results worth reading.

Google Forms offers a link where you can update your previous responses, but very few people ever use it. If you've been poring over your copy of XGE and want to re-vote, let me know the date & time (approximate) of each form submission and I'll remove the earlier one.
 

And I would argue that those unaccounted factors are more important that you realize. I will agree that we can definitely do a ranking, just that much of what the original post casts aside is very important. I would argue, for example, that the setting and type of game are by far the most important factors as to which classes perform better, and that several classes have in build "fluff" that cannot be cast aside, of have abilities that in one person's hands are absolutely terrible, but in another's are very powerful. Want an example of this? Thieves Cant. In the hands of a skilled rogue (and admittedly lenient DM) you could literally use it to destroy a campaign. Would most use it in such a way? No. But it could be done.

I would love to hear examples of how you think Thieves' Cant can 'destroy' a campaign, or how it's really valuable at all, since I don't think I've heard of anyone even mention it as a ribbon ability, let alone a significant class feature. At best it's a low-level means of conveying information, but as usual by the time you get significant levels you can do so just as safely and over larger distances with spells like Sending or Animal Messenger. So yeah, if you're comparing Thieves' Cant to actually valuable class features that will reliably show up in almost every campaign then you can clearly see its lack of relative value. Corner cases and outliers are not a very compelling reason to say that something is balanced against the whole product.

Slight hyperbole aside, we run into a definitional issue the original post does not address: what is "good"? Are we defining it as broadest applicable functionality? We do we define as functional? The player having fun? The character being superior to all others? The ability requiring a munchkined/min maxed character in order to be deemed good?

I typically operate on the assumption we are talking about mechanical strength cutting as close to RAW as possible, simply for the obvious reason that doing anything else is a fool's errand. It's pointless to debate class strengths when someone chimes in constantly about how their setting does X or their DM allows Y and the class is balanced for those reasons. RAW and all that goes with it sets a series of easily understood conditions for the sake of debate.

What about abilities like the paladin oaths? Are they considered crunch or fluff? What about patrons or dieties? What about alignments, party compositions, encounters, etc?

Party compositions can partially be included since a class that relies heavily on buffing allies will of course need allies taken into consideration. Most of the rest can be discarded, encounters are out because unless you're running a tightly themed campaign there will probably be a decent variety in presentation over the course of the campaign (I would hope), so unless your DM is running flying foes 100% of the time then arguing from that position isn't really helpful. All the rest is undoubtedly fluff, paladin abilities work just fine regardless of target alignment, oaths are purely DM discretion and are thus are not quantifiable, and IIRC cleric and paladins aren't even required to have a deity at all, they can just be devoted to "good".



What reports? I'll concede some subclasses function better in certain games (whispers bard), but as far as I'm aware, short of ranger and *maybe* sorcerer, pretty much every class functions just fine in nearly any sort of game. What matters far more is genre conventions, setting stuff, and alignments/party social relations (i.e. a CE Minion Necromancer probably won't work with a Vengeance Paladin who focuses on slaying undead with a passion no matter which class is deemed "better" and neither character will fit well in a game about saving a town from dragon cultists and their dragon master.

I'm not sure what this tangent is getting at. A paladin and necromancer choosing not to work together has nothing to do with either class, as either enemies or allies, and has no effect whatsoever on analysis regarding their relative effectiveness. In both that example and the cultist campaign, your only point is that one player has hobbled the campaign by intentionally choosing to play a character that's incompatible with another's or with the campaign in general, which again is not a mark for or against the class. If I have a player that plays fighter and refuses to party with elves, that doesn't make elves weak mechanically.



And I'll refrain from making assumptions such as this, nor do I assume that one forum website known for having a disproportionate number of power gamers and munchkins is representative of the larger D&D community. What I do however not like, is the idea of spreading misleading information to potential new players that certain things "don't matter" when they might to certain DM'S or gaming groups.

Well until Wizards feels like sharing the results of their polling it's the best we have to work with, and frankly when it comes to balance it's the powergamer's opinions whose are actually valuable. If little johnny plays a gnome fighter with 12 str and has a blast, good for him, it doesn't mean that this was a good choice mechanically or that fighter is imbalanced if he under-performs with it.

I don't have a lot of experience with the published adventure paths, so I'd appreciate others' input, but from what I have read of them they seem unsurprisingly geared towards what you could call the "expected" D&D experience, which leads me to believe that they are not so specialized as to significantly shift balance expectations. I really doubt that a paladin has a titanic shift in usefulness from Lost Mines to Elemental Princes to Tombs of Annihilation.


Who says that flexibility is always considered stronger? Isn't the entire *point* of subclasses to help specialize your character? To say nothing of the issue that everyone rolling generalists often ends up with a dysfunctional group of "Lone Wolves" who tread on each others toes and don't allow others a chance to have a spotlight in a game. The game is a cooperative experience and any survey needs to consider this.

To answer; not really. They could have been, but many of them have very little major effect on the playstyle of the parent class due to conservative design. Also, the opposite of your statement is true, when the party is flexible and everyone can help in a given task or goal, the party works as an actual team. If you have one dude who's the face, one dude who's the lockpick, and one dude who is the muscle, then you typically end up in situations where one member shines and the rest just let them do their thing, or maybe chip in with a help action. In all my years playing D&D, no generalist combatant or wizard has ever come close to being as 'lone wolf' status as the requisite super stealth player or heavily invested party face.

Secondly, flexibility is simply unambiguously stronger, especially in the context of most of your objections. A lore bard can easily build himself to any campaign and contribute meaningfully, and that does mean that it has an edge over classes that cannot do so. If the lore bard is just fine in a combat heavy game as well as an intrigue based one, then it is the better option over a more specialized class that only excels in one arena.

What would be a far better thing to do would be to try to identify types of games, situations, and group setups where each class, race, background, and subclass not only performs well, but also fits the game, in order to help new players roll characters that will allow the maximum fun for both themselves and their gaming groups, rather than rank them as "best to worst".

Which would again be a mostly pointless exercise summed up by saying "talk to your DM", which would also serve to disguise legitimate balance or design problems in the game. For example, the Ranger was so unpopular that Wizards is currently working on officially re-releasing the class, and that's not because people didn't like the fluff of the ranger. It's because it was a mess mechanically and generally a very sub-par options when compared to basically anything else, and even a ranger-themed campaign can't save it from that.



On these points we actually agree. I just am pointing out that we cannot disregard roleplaying, fluff, and settings, ad that context matters.
And I'm saying in the context of mechanically inclined discussions they really don't matter, and attempting to bring those elements into consideration bogs the discussion down with useless minutia. If this was a discussion about say, DPR, it doesn't matter how you think paladins should be played or what houserules your DM has, because those factors apply to you alone and not the class RAW.
 

In theory: Barbarians, Fighters, and Paladins are the only-acceptable choice from a mechanics-only perspective.

In practice: DM's, modules, and the creators of D&D disarm and unarmor PCs on the regular. That's why Barbarians care less about suits of armor and why Druids and Monks are sometimes-useful in combat. Other times, Druids and Monks are the ones that are completely-useless in combat for entirely different reasons. Maybe the Monk forgot his crossbow and there is a chasm. Maybe the Druid is just plain without ranged attacks of any kind.

Lore/Glamour/Whisper Bards, Arcana/Knowledge/Light/Grave Clerics, Rogues, Sorcerers, Warlocks, and Wizards are their own thing. They don't take the frontlines unless they are a Bladesinger, Hexblade, War/Tempest/Forge (maybe Life or Nature) Domain, take feats like Moderately Armored followed by Shield Master, or cast spells that make them temporarily like a Fighter.

Valor/Swords Bards and Rangers are special snowflakes. They are good and they aren't good, mechanically-speaking. It's even more-situational than the Druid or Monk.

Personally, I like a party that starts off with an Arcane Trickster and then adds a beefy Cleric and a non-beefy Cleric, followed by a Barb/Fighter/Pal and then some type of Bard/Sorc/Lock/Wiz. Everyone's favorite beefy Cleric is the Tempest, but I think you always need two (they are almost two different classes!) and one of the better non-beefy Cleric Domains is Arcana (although Grave is pretty-sweet and very-Clericy). In some ways, I think you need even more Cleric power, so throw the Divine Soul Sorcerer into your mix. Maybe a Paladin, too, why not?

Minimum Party (5 Players): Paladin with chain mail (later splint and plate, followed by magical splint or plate), Tempest with chain mail (uh oh, now you need to get a bunch of heavy armor and count on not being in the jungle or running into rust monsters), Arcana with scale mail (adding more metal when the breastplate comes along), Arcane Trickster with no shield (and probably a bow or crossbow), and a Divine Soul with pretty-much no weapons or armor of any kind (a soft target that craves hex over square-graph mats).

Advanced Party (6 Players + 2 allied NPCs): Try to fit a Wizard in there so that found/acquired spellbooks aren't useless. Try to fit a Barbarian in there so that advantage is gained in combat. Try to add a Monk and/or Druid for the common-corner scenarios where you Paladin is caught wearing no armor and your Barbarian's maul breaks in half by magic. Try to balance out your party's ability to survive the likelihood that they will pass Group Checks for Stealth, Perception, Survival, Insight, and all of the Charisma-linked skills (especially if your DM uses the Group Check rule often).

My Advanced Party idea (6 players): Ancestral Guardian, Cavalier, Forge Cleric, Light Cleric, Arcane Trickster, Divine Soul.
 

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