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[Complexity] Rate the Core Classes
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<blockquote data-quote="Li Shenron" data-source="post: 1773497" data-attributes="member: 1465"><p>Let's see...</p><p></p><p><strong>Barbarian</strong>: 1</p><p>Gameplay: only Rage requires some player's decision, the rest is static</p><p>Roleplay: easy to fall to cliche's, but otherwise no problem</p><p>Development: every class feature is fixed, and skills are straightforward; you usually choose simple combat feats</p><p></p><p><strong>Fighter</strong>: 1</p><p>Gameplay: if you choose passive feats it's terribly easy, it could get quite complex if you follow different active feat paths which open up different combat tactics, however the tactic choices are not many more than the other classes</p><p>Roleplay: no restrictions of any sort</p><p>Development: you only choose feats, and the only care needed is about not starting a feat path and change your mind later</p><p></p><p><strong>Paladin</strong>: 1</p><p>Gameplay: very few tricks to use, and very few and easy spells per day; only at very high level spellcasting may require some more complex tactic</p><p>Roleplay: in theory it could be the most difficult class to roleplay; in practice it always ends up being the class for newbies</p><p>Development: nothing to choose at all, and usually feats are chosen among the combat ones</p><p></p><p><strong>Monk</strong>: 2</p><p>Gameplay: most of the features are passive, you have some limited choices about flurry, grapple/stun, disarm/trip, and a couple of very high-level abilities</p><p>Roleplay: if you follow a code of conduct it could become interesting, but IMXP players don't choose one for monks</p><p>Development: class features are almost fixed (you only have 50% choice 3 times with bonus feats), the skill list offers instead quite a good array of options; there is no no-brainer feat choice</p><p></p><p><strong>Cleric</strong>: 2</p><p>Gameplay: spells are always very versatile and therefore require a lot of care; however most of the time the cleric is just healing the party, and even if the spell list is huge many spells do basically the same thing at different degrees; spontaneous healing makes spell preparation a lot easier; turn undead is very straightforward (you use it when there are undead, don't you?); only some domains offer an active ability</p><p>Roleplay: in theory this is the class with greatest RP possibilities; however it is often played as a maniac of a single idea</p><p>Development: once the choice of deity and domains is done, you only need to choose which aspect of your character you want to improve with feats, and there are quite some possibilities</p><p></p><p><strong>Druid</strong>: 2</p><p>Gameplay: spells are more diverse than the cleric ones, and there's no spontaneous healing to help; wildshape is very useful and versatile, and requires some serious bookkeeping; animal companion (unless used as mere cannon fodder) adds more complexity</p><p>Roleplay: normally limited to some eco-issues very easy to handle</p><p>Development: no special feature to choose, straightforward skills; many possible thing to improve with feats</p><p></p><p><strong>Ranger</strong>: 2</p><p>Gameplay: not very very special abilities to require attention, but spellcasting is somewhat diverse and preparation can involve some thinking; combat is slightly more difficult because of typically lower defenses; sneaking is not particularly challenging but increases the portfolio</p><p>Roleplay: very open, almost as much as a fighter</p><p>Development: favored enemies are not exactly a tough strategic choice, and this is the only class with always enough skill points to cover all that it usually needs</p><p></p><p><strong>Rogue</strong>: 3</p><p>Gameplay: IMHO the combination of low defenses and high top damage (with sneak attack) makes the rogue the most challenging class to play in combat, and getting it to work well requires serious tactical attention; the large array of skills trained usually gives a lot of options out of combat as well</p><p>Roleplay: very open, with social skills that actually can support it</p><p>Development: skill choice is not straightforward because despite the number or sp you have the largest number of options and you won't cover everything; feats almost always point towards combat and good choices are not very many</p><p></p><p><strong>Bard</strong>: 3</p><p>Gameplay: without sneak attack, combat is more simple than for a rogue, but still requires care; bardic spells are spontaneous (which makes them definitely easy) but with so few per day, timing becomes very important; bardic music is usually simple per se, but often requires to stop fighting; out of combat, the tricks of this class are very many</p><p>Roleplay: the nature of bardic music ability kinds of railroad the class, but still leaves some options</p><p>Development: several skills to choose from and not so few spells can lead to very diverse sets of features, making the choice interesting; there is also no easy choice for feats for bards (since the spells levels limit metamagic quite a lot)</p><p></p><p><strong>Sorcerer</strong>: 3</p><p>Gameplay: playing a sorcerer is very easy at low levels, when you basically a one-trick-pony; after a few levels, metamagics open up great tactical possibilities and once spells are quite many it is pretty challenging to play it well; the familiar introduces more tricks to choose from</p><p>Roleplay: very many possibilities, it's easy to find inspiration in the spells known and viceversa</p><p>Development: very hard, because the limited number of spells known (and the fact that you have only spells in your pocket!) makes the choice very important, if you want to cover a wide area of both defense, offense and utility; metamagic feats are the best to go for, but require serious care about how often and with which spells you are going to use them</p><p></p><p><strong>Wizard</strong>: 4</p><p>Gameplay: lots of known spells to put into few slots every day and nothing else to do make this class very challenging to play; the use of scrolls is a strong point and another big challenge at every level, which only gets worse once you get other item creation feats or metamagic instead</p><p>Roleplay: more or less the same options as the sorcerer</p><p>Development: choosing spells is only slightly easier compared to the sorcerer, plus you have to choose bonus feats; specialisation is chosen only once, but the consequence of the choice are not trivial</p><p></p><p>-------------------------------------------------------------------------</p><p></p><p>Normally if I have new players which are not familiar with 3ed, I suggest them to just play what attracts them for RP reasons. But if they are worried about how difficult it is to play, at first level I definitely suggest:</p><p></p><p>Fighter or Barbarian, rather than Monk, Paladin or Ranger</p><p>Cleric, rather than Druid</p><p>Rogue, rather than Bard</p><p>Sorcerer, rather than Wizard</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 1773497, member: 1465"] Let's see... [B]Barbarian[/B]: 1 Gameplay: only Rage requires some player's decision, the rest is static Roleplay: easy to fall to cliche's, but otherwise no problem Development: every class feature is fixed, and skills are straightforward; you usually choose simple combat feats [B]Fighter[/B]: 1 Gameplay: if you choose passive feats it's terribly easy, it could get quite complex if you follow different active feat paths which open up different combat tactics, however the tactic choices are not many more than the other classes Roleplay: no restrictions of any sort Development: you only choose feats, and the only care needed is about not starting a feat path and change your mind later [B]Paladin[/B]: 1 Gameplay: very few tricks to use, and very few and easy spells per day; only at very high level spellcasting may require some more complex tactic Roleplay: in theory it could be the most difficult class to roleplay; in practice it always ends up being the class for newbies Development: nothing to choose at all, and usually feats are chosen among the combat ones [B]Monk[/B]: 2 Gameplay: most of the features are passive, you have some limited choices about flurry, grapple/stun, disarm/trip, and a couple of very high-level abilities Roleplay: if you follow a code of conduct it could become interesting, but IMXP players don't choose one for monks Development: class features are almost fixed (you only have 50% choice 3 times with bonus feats), the skill list offers instead quite a good array of options; there is no no-brainer feat choice [B]Cleric[/B]: 2 Gameplay: spells are always very versatile and therefore require a lot of care; however most of the time the cleric is just healing the party, and even if the spell list is huge many spells do basically the same thing at different degrees; spontaneous healing makes spell preparation a lot easier; turn undead is very straightforward (you use it when there are undead, don't you?); only some domains offer an active ability Roleplay: in theory this is the class with greatest RP possibilities; however it is often played as a maniac of a single idea Development: once the choice of deity and domains is done, you only need to choose which aspect of your character you want to improve with feats, and there are quite some possibilities [B]Druid[/B]: 2 Gameplay: spells are more diverse than the cleric ones, and there's no spontaneous healing to help; wildshape is very useful and versatile, and requires some serious bookkeeping; animal companion (unless used as mere cannon fodder) adds more complexity Roleplay: normally limited to some eco-issues very easy to handle Development: no special feature to choose, straightforward skills; many possible thing to improve with feats [B]Ranger[/B]: 2 Gameplay: not very very special abilities to require attention, but spellcasting is somewhat diverse and preparation can involve some thinking; combat is slightly more difficult because of typically lower defenses; sneaking is not particularly challenging but increases the portfolio Roleplay: very open, almost as much as a fighter Development: favored enemies are not exactly a tough strategic choice, and this is the only class with always enough skill points to cover all that it usually needs [B]Rogue[/B]: 3 Gameplay: IMHO the combination of low defenses and high top damage (with sneak attack) makes the rogue the most challenging class to play in combat, and getting it to work well requires serious tactical attention; the large array of skills trained usually gives a lot of options out of combat as well Roleplay: very open, with social skills that actually can support it Development: skill choice is not straightforward because despite the number or sp you have the largest number of options and you won't cover everything; feats almost always point towards combat and good choices are not very many [B]Bard[/B]: 3 Gameplay: without sneak attack, combat is more simple than for a rogue, but still requires care; bardic spells are spontaneous (which makes them definitely easy) but with so few per day, timing becomes very important; bardic music is usually simple per se, but often requires to stop fighting; out of combat, the tricks of this class are very many Roleplay: the nature of bardic music ability kinds of railroad the class, but still leaves some options Development: several skills to choose from and not so few spells can lead to very diverse sets of features, making the choice interesting; there is also no easy choice for feats for bards (since the spells levels limit metamagic quite a lot) [B]Sorcerer[/B]: 3 Gameplay: playing a sorcerer is very easy at low levels, when you basically a one-trick-pony; after a few levels, metamagics open up great tactical possibilities and once spells are quite many it is pretty challenging to play it well; the familiar introduces more tricks to choose from Roleplay: very many possibilities, it's easy to find inspiration in the spells known and viceversa Development: very hard, because the limited number of spells known (and the fact that you have only spells in your pocket!) makes the choice very important, if you want to cover a wide area of both defense, offense and utility; metamagic feats are the best to go for, but require serious care about how often and with which spells you are going to use them [B]Wizard[/B]: 4 Gameplay: lots of known spells to put into few slots every day and nothing else to do make this class very challenging to play; the use of scrolls is a strong point and another big challenge at every level, which only gets worse once you get other item creation feats or metamagic instead Roleplay: more or less the same options as the sorcerer Development: choosing spells is only slightly easier compared to the sorcerer, plus you have to choose bonus feats; specialisation is chosen only once, but the consequence of the choice are not trivial ------------------------------------------------------------------------- Normally if I have new players which are not familiar with 3ed, I suggest them to just play what attracts them for RP reasons. But if they are worried about how difficult it is to play, at first level I definitely suggest: Fighter or Barbarian, rather than Monk, Paladin or Ranger Cleric, rather than Druid Rogue, rather than Bard Sorcerer, rather than Wizard [/QUOTE]
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[Complexity] Rate the Core Classes
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