Best (and worse) new base classes from WotC

I have a scout in my game. I have a problem with the extra skirmish damage, as it seems to have been intended for balance with AoO and limited movement. The player quickly found and exploited the Spring-Attack loop-hole, though, and combined with still more extra movement from a Barbarian level and a high tumble check, he basically does an extra 2d6 points of damage with every attack for no apparent reason other than the rules allow it. I know, I could change it and limit it, but for now I'm allowing it but probably wont allow the class in future campaigns for this reason. Too bad, otherwise it is a good class, but the designers obviously didn't think it through as well as a devious player ;)
THere is also a swashbuckler in my campaign who does well, and I myself run a Warmage on my rare opportunities to play instead of DM. The warmage is, well, a blast! :]
 

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Our ranger/rogue player converted her PC to Scout, and hasn't looked back. She even stated, "Man, there's no reason I'd even bother with a prestige class! Cool!"
 


can't go wrong with Cleric, Fighting Man, and Magic User

Cleric, Fighter, and Wizard in the new edition.

some classes still don't make sense as a single class.
 

We've had a warmage, hexblade, samurai, swashbuckler, and favored soul and enjoyed them all. I'm really wanting to try out the warlock and ninja, too. I havin't had a problem with any of them.
 

Grimstaff said:
I have a scout in my game. I have a problem with the extra skirmish damage, as it seems to have been intended for balance with AoO and limited movement. The player quickly found and exploited the Spring-Attack loop-hole, though, and combined with still more extra movement from a Barbarian level and a high tumble check, he basically does an extra 2d6 points of damage with every attack for no apparent reason other than the rules allow it.

Uh - that's not a loophole. That's how the class is meant to be played.

Look at it this way: the scout is giving up its multiple attacks to make one attack with slightly higher damage.

I could do a lot more damage if I was playing a flanking rogue. At 10th level, the rogue gets two attacks at +5d6 damage. The scout gets one attack at +3d6 damage. The comparison gets worse as the levels get higher. Against that, the scout is better defensively than the rogue.

Tumble also works for the scout, as do ranged weapons.

Cheers!
 

diaglo said:
can't go wrong with Cleric, Fighting Man, and Magic User

Cleric, Fighter, and Wizard in the new edition.

some classes still don't make sense as a single class.
Now you're just stirring up trouble. ;)

I really like some of the new classes, and loathe some of the others. I'll just mention the ones I've seen in play.

Favored Soul--A group favorite around here. Flexible, easy to play, and doesn't get bogged down in ecclesiastical concerns. To me, the favored soul says "Joan of Arc" every bit as much as the paladin. Like Merric says, though, don't try to solo a hydra (or a warforged fighter, as the case was in my campaign). This is a great support class.

Hexblade--Very cool class. Works great multiclassed with the fighter, and begs for special feats such as Extra Curse (a la Extra Rage, Extra Smite, etc.)

Ninja--This class works great 1-on-1, but falls apart when facing several foes alone. Extremely cool choice for an assassin, but it has an even lower AC than rogues. Best used with surgical precision before fading into the shadows. Poison is the ninja's best friend.

Samurai--Fun class, if historically inaccurate. This is the favored class of hobgoblins IMC, rather than fighter. I need to come up with a new name for it, though.

Scout--Great class, a favorite of the new ones. Skirmish is a cool ability, though I'm glad it's been errated.

Spirit Shaman--So far so good. Nothing particularly interesting about the mechanics of this class from 2nd-4th level. I'm curious to see just how effective and unique he is as levels progress.

Warlock--Also a very cool class. I've seen this one in play for several levels now, and he's quite effective as long as you don't try to equate him to the wizard. He's more akin thematically to a rogue with spell-like abilities. This class is well-suited to be a campaign's BBEG.
 


Favored Soul and Scout top my list of fun classes to DM for. Ninja tops my list of fun classes to play.

No Warlocks need apply.
 

I'm playing a Warmage, and enjoying it. I haven't seen too many others in actual play around here, though.

HeapThaumaturgist said:
I haven't let a Warlock in my games, but that's because I think they're way overpowered. Some of their abilities wouldn't be, but usable-at-will spells of any sort begin to mess up balance in ways I just don't feel like handling right now. (Teleporting, Blasts, etc).

They don't have teleport, just dimension door (at about one tenth the usual range, too). And the eldritch blast does about half the damage that an average wizard's spell would do at the same level, and only to a single target. With an attack roll. Really, they look neat on paper, but I can't see them being in any way overpowered in practice.

--Impeesa--
 

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