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Balancing New Classes
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<blockquote data-quote="Najo" data-source="post: 4404546" data-attributes="member: 9959"><p>I think it is possible with 4e to actually do a bit more in the realm of putting into a class what you want it to have. If you want heavy armor on an arcane defender type class, then just find other ways to balance the character.</p><p></p><p>for example:</p><p></p><p>1. The offensive capability of the class could be limited to short range and single targets, with very few burst (if any) and if there is one or two, they are close bursts at that.</p><p></p><p>2. The class has no healing (leader) abilities.</p><p></p><p>3. The class's mark, how effective is it? The paladin is one to look at as it forces the target to come to him and for the paladin to engage. The fighter's mark is more open.</p><p></p><p>4. Are the power's reliable like the fighter's? </p><p></p><p>5. How much do the powers scale, how many 1 [W] vs. 2[W] powers are there for the arcane defender's weapons.</p><p></p><p>6. armor type limit? Does the class have medium armor and then sigils that add to armor class?</p><p></p><p>Something else to keep in mind, the sweet spot in 4e is preserved through all levels because they made all of the base structure in the math linear and comparative and then placed the same ranges of bonuses from the classes on to them. For example, the fighter and the wizard both get a bonus to attack's equal to half their levels. But the fighter adds hits proficency bonus, strength modifier and feat bonuses to his attack roll. This makes him good with weapons and hitting well and hard with in melee. The wizard remains poor in this area, as he doesn't have the same bonuses here. But, the wizard has a high intelligence and he gets bonsues to using his spells from implements, feats and other wizard benefits in the game. The end result is the wizard is as good at using his spells as the fighter is using his sword. </p><p></p><p>The two classes are still using the same math, but they are not any where similiar to each other in what they can do. Also, because the wizard is ranged, has poor AC, uses alot of area spells and has fewer hitpoints. He needs to keep minions and the close combat monsters off him and stay away from the fights. The fighter with his high AC, good hit points and high level of melee abilities can wade into the middle of a fight and dish it out while taking it. </p><p></p><p>This is how class balance in D&D 4e works. Very brilliant of the designers to retool the math and it is one of the main reasons 4e had to happen and on a side note, why 4e is superior to 3.5 in game play, its game system and play experience. </p><p></p><p>Also, keep in mind, because the game system is running on tigher controlled math tables, a +2 bonus is much better in 4e than in 3.x. Some people who do not like 4e complain about some of the math elements (thinking that 3.x math is fine), and they are flat out wrong. 4e's bonus system is retooled to, and less bonuses goes further in it as there is no scaling problems with high level.</p></blockquote><p></p>
[QUOTE="Najo, post: 4404546, member: 9959"] I think it is possible with 4e to actually do a bit more in the realm of putting into a class what you want it to have. If you want heavy armor on an arcane defender type class, then just find other ways to balance the character. for example: 1. The offensive capability of the class could be limited to short range and single targets, with very few burst (if any) and if there is one or two, they are close bursts at that. 2. The class has no healing (leader) abilities. 3. The class's mark, how effective is it? The paladin is one to look at as it forces the target to come to him and for the paladin to engage. The fighter's mark is more open. 4. Are the power's reliable like the fighter's? 5. How much do the powers scale, how many 1 [W] vs. 2[W] powers are there for the arcane defender's weapons. 6. armor type limit? Does the class have medium armor and then sigils that add to armor class? Something else to keep in mind, the sweet spot in 4e is preserved through all levels because they made all of the base structure in the math linear and comparative and then placed the same ranges of bonuses from the classes on to them. For example, the fighter and the wizard both get a bonus to attack's equal to half their levels. But the fighter adds hits proficency bonus, strength modifier and feat bonuses to his attack roll. This makes him good with weapons and hitting well and hard with in melee. The wizard remains poor in this area, as he doesn't have the same bonuses here. But, the wizard has a high intelligence and he gets bonsues to using his spells from implements, feats and other wizard benefits in the game. The end result is the wizard is as good at using his spells as the fighter is using his sword. The two classes are still using the same math, but they are not any where similiar to each other in what they can do. Also, because the wizard is ranged, has poor AC, uses alot of area spells and has fewer hitpoints. He needs to keep minions and the close combat monsters off him and stay away from the fights. The fighter with his high AC, good hit points and high level of melee abilities can wade into the middle of a fight and dish it out while taking it. This is how class balance in D&D 4e works. Very brilliant of the designers to retool the math and it is one of the main reasons 4e had to happen and on a side note, why 4e is superior to 3.5 in game play, its game system and play experience. Also, keep in mind, because the game system is running on tigher controlled math tables, a +2 bonus is much better in 4e than in 3.x. Some people who do not like 4e complain about some of the math elements (thinking that 3.x math is fine), and they are flat out wrong. 4e's bonus system is retooled to, and less bonuses goes further in it as there is no scaling problems with high level. [/QUOTE]
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