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"Fixing" 5e's Least Well Performing Classes
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<blockquote data-quote="CleverNickName" data-source="post: 8055164" data-attributes="member: 50987"><p>The biggest problem I have with the classes listed are a lack of options and variety in the game. How a class 'performs' for me has nothing at all to do with probability curves, DPS, action economy, and other mechanical features...those are all pretty much the same for each class, with a +/- 5% in either direction depending on how much you want to argue about it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> But if I look at my character sheet and I don't see a good mix of options and features for both on and off the battlefield, I know right away that it's going to feel clunky and ineffective to me.</p><p></p><p>So "fixing the monk" for me just means starting with an interesting race and background, the Way of the Four Elements subclass, and picking up Magic Initiate at the first opportunity. Anything to make it more than "just stand around waiting for combat to start, then do the same action over and over again until we win." This is the same problem I have with Fighters and Barbarians: they need a larger role outside of combat.</p><p></p><p>The sorcerer and warlock are already "fixed," in my opinion. The hexblade is the perfect "gish" build, and the pact of the tome makes a pretty fun blaster. The Fey Magic sorcerer is probably the best subclass for sorcerer...it feels really close to the Shannara mages, and they're my favorite. If you need to shape the class in any direction, you can easily do it with feats (Skilled, Resilient, and Magic Initiate are probably the best gap-fillers for these classes, but you do you.)</p><p></p><p>But I think that "fixing the ranger" is a lot more difficult, because the class is just too muddled to me...it's trying to do too many things at once, and trying to mash together too many idioms from fantasy literature. (Maybe I'm just playing it wrong?) Personally, I'd give it a miss altogether. If I wanted to play a "ranger type" character, I would start with a woodsy race (forest gnome, firbolg, any elf or half-elf) and give her the Outlander background. I'd start out with Druid to get better magic, then multiclass with Fighter to get the Archery or TWF style. When the time comes, I'd go with Circle of Land and Eldritch Knight, respectively, for subclasses, and ask my DM if I could choose my EK spells from the Ranger list. (Not a deal-breaker, but worth asking.)</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 8055164, member: 50987"] The biggest problem I have with the classes listed are a lack of options and variety in the game. How a class 'performs' for me has nothing at all to do with probability curves, DPS, action economy, and other mechanical features...those are all pretty much the same for each class, with a +/- 5% in either direction depending on how much you want to argue about it. ;) But if I look at my character sheet and I don't see a good mix of options and features for both on and off the battlefield, I know right away that it's going to feel clunky and ineffective to me. So "fixing the monk" for me just means starting with an interesting race and background, the Way of the Four Elements subclass, and picking up Magic Initiate at the first opportunity. Anything to make it more than "just stand around waiting for combat to start, then do the same action over and over again until we win." This is the same problem I have with Fighters and Barbarians: they need a larger role outside of combat. The sorcerer and warlock are already "fixed," in my opinion. The hexblade is the perfect "gish" build, and the pact of the tome makes a pretty fun blaster. The Fey Magic sorcerer is probably the best subclass for sorcerer...it feels really close to the Shannara mages, and they're my favorite. If you need to shape the class in any direction, you can easily do it with feats (Skilled, Resilient, and Magic Initiate are probably the best gap-fillers for these classes, but you do you.) But I think that "fixing the ranger" is a lot more difficult, because the class is just too muddled to me...it's trying to do too many things at once, and trying to mash together too many idioms from fantasy literature. (Maybe I'm just playing it wrong?) Personally, I'd give it a miss altogether. If I wanted to play a "ranger type" character, I would start with a woodsy race (forest gnome, firbolg, any elf or half-elf) and give her the Outlander background. I'd start out with Druid to get better magic, then multiclass with Fighter to get the Archery or TWF style. When the time comes, I'd go with Circle of Land and Eldritch Knight, respectively, for subclasses, and ask my DM if I could choose my EK spells from the Ranger list. (Not a deal-breaker, but worth asking.) [/QUOTE]
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