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*Dungeons & Dragons
Best Class per edition?
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<blockquote data-quote="James Gasik" data-source="post: 8873476" data-attributes="member: 6877472"><p>1e- this is pretty tough, but I would say Paladin, esp. the Cavalier subclass version. The rp requirements were obnoxious (though not quite as bad as the Barbarian's), but you got a lot of goodies to make up for that.</p><p></p><p>2e- Specialty Priests if you have access to Legends & Lore, Faiths & Avatars, Powers & Pantheons, or Monstrous Mythology. Not all are great, but some are just off the hook, swiping the special abilities of other classes and granting free spells.</p><p></p><p>3e- Cleric, esp. with Divine Metamagic. Even if you try not to break it, and focus on buffing your allies instead of trying to become Clericzilla, the DM is going to lose their sanity or engage in the Dispel Magic arms race before long.</p><p></p><p>4e- this is a toughie, but I'm going to have to go with either Cleric or Wizard- they got the most support of any other classes; not only did they have the advantage of being released in the PHB, which guaranteed them great support, but they were compatible with the Essentials line, in a way other classes generally weren't. Special shout-out to Hybrid characters; I saw a few played that had amazing synergy, though it wasn't until the NEXT playtest that I actually made a Warlord/Wizard that had an answer to just about every situation.</p><p></p><p>5e- the answer varies on your tier of play, as Clerics are generally quite strong, being full spellcasters with great AC. Moon Druids can be balance wrecking in the early game. Paladins have arguably the best chassis of any class, combining burst damage with a powerful defensive package. Though I haven't seen one played to higher levels, I think the Bladesinger Wizard might have the most potential, however, since Wizards have a lot of power even without a subclass, and their subclass gives them great potential to conserve spell slots early on by mimicking a melee class. Certainly they gain a lot more out of their subclass than the Eldritch Knight does.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8873476, member: 6877472"] 1e- this is pretty tough, but I would say Paladin, esp. the Cavalier subclass version. The rp requirements were obnoxious (though not quite as bad as the Barbarian's), but you got a lot of goodies to make up for that. 2e- Specialty Priests if you have access to Legends & Lore, Faiths & Avatars, Powers & Pantheons, or Monstrous Mythology. Not all are great, but some are just off the hook, swiping the special abilities of other classes and granting free spells. 3e- Cleric, esp. with Divine Metamagic. Even if you try not to break it, and focus on buffing your allies instead of trying to become Clericzilla, the DM is going to lose their sanity or engage in the Dispel Magic arms race before long. 4e- this is a toughie, but I'm going to have to go with either Cleric or Wizard- they got the most support of any other classes; not only did they have the advantage of being released in the PHB, which guaranteed them great support, but they were compatible with the Essentials line, in a way other classes generally weren't. Special shout-out to Hybrid characters; I saw a few played that had amazing synergy, though it wasn't until the NEXT playtest that I actually made a Warlord/Wizard that had an answer to just about every situation. 5e- the answer varies on your tier of play, as Clerics are generally quite strong, being full spellcasters with great AC. Moon Druids can be balance wrecking in the early game. Paladins have arguably the best chassis of any class, combining burst damage with a powerful defensive package. Though I haven't seen one played to higher levels, I think the Bladesinger Wizard might have the most potential, however, since Wizards have a lot of power even without a subclass, and their subclass gives them great potential to conserve spell slots early on by mimicking a melee class. Certainly they gain a lot more out of their subclass than the Eldritch Knight does. [/QUOTE]
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