question on analyzing character classes

I use training time as a given, which helps on that somewhat.

As an idea though: Tom worked out how to use hims magical powers and tap their potential on its own. Bob has Tom there to offer advice and suggestions for achieving the same ends.

Tom learned to use his abilities while running rampant through a pile of taverns. Bob first unlocks his abilities while running for his life from a horde of kobolds - the need to get these things right first time, every time may well help him pick things up a little faster.
 

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arwink said:
I use training time as a given, which helps on that somewhat.

As an idea though: Tom worked out how to use hims magical powers and tap their potential on its own. Bob has Tom there to offer advice and suggestions for achieving the same ends.

Tom learned to use his abilities while running rampant through a pile of taverns. Bob first unlocks his abilities while running for his life from a horde of kobolds - the need to get these things right first time, every time may well help him pick things up a little faster.
But he's also "past his prime" as far as learning skills go. Teaching motor pathways what to do is a LOT easier when you're young. Heck, all forms of learning are easier when you're young, provided you have patience.
 


I wouldn't reccomend using the CCE. It looks good, but the power relationships between classes it suggests don't appear in play, at least in my experience.

For example, the Monk comes out as the most "powerful" class. However, I've usually found Monks to be a bit on the weak side. Here's another problem, with a avergae of about 250 points, Wizards are 235 and Sorcerers are 215. Even with a bunch of magic items, non casters at higher levels will have trouble keeping up with those guys, despite their weak rating. And at low levels, sleep or color spray can still turn the tide of a battle and stats can make for attack and HP problems. Also, the Bard comes in at powerhouse #2. How many power gamers play Bards?

Ultimately, whether you use a formula and cost method, or a just eyeball the value, things are mostly goig to be arbitrary anyway, because there's no such thing as absolute effectiveness of an ability. A power that's a godsend in the wilderness and is destroying your campaign might have no relevance in mine, etc.
 

Most of the class calculators I've seen have found it necessary to rate divine spellcasting (including the higher amount of spells per day, the entire spellbook filled for free, and casting in armour) as half that of arcane casting in order to make the numbers work.

Which tells me something
 

Canis said:

But he's also "past his prime" as far as learning skills go. Teaching motor pathways what to do is a LOT easier when you're young. Heck, all forms of learning are easier when you're young, provided you have patience.

Thinking too hard about fantasy is bad. -- Hong's Third Law
 

Re

The balance comes from the limitation on the amount of skill points you can put in one skill at 1st level. It may not seem balanced initiatally, but in the long run, it would be.

For example, a sorcerer/rogue would have a better concentration, spellcraft, and knowledge arcana than a rogue/sorcerer who would be better are roguish skills. Then it would balance out in the long run anyhow.

The majority of classes are fairly balanced from 1st level on except for the ranger. The 1st level ranger obtains free two-weapon fighting. It is much better to take one level of ranger for any lightly armored fighter-type than to try to purchase the feats later. That is the only major imbalance in my opinion.
 


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