Rank the D&D 3.5 classes!

the Jester

Legend
1 Cleric
2 Fighter
3 Wizard
4 Druid
5 Barbarian
6 Ranger
7 Sorcerer
8 Rogue
9 Paladin
10 Monk
11 Bard... because he's a supporting character, not the greatest at anything but good at everything.
 

log in or register to remove this ad

Olive

Explorer
MarauderX said:
Still don't see Druids or Rangers adding up to much with 3.5, as they are worse support fighters & casters than Bards IMO.

How can the ranger, with bigger HD, better BaB and more combat related feats be a worse fighter than the bard? :confused:
 

PA

First Post
the Jester said:
11 Bard... because he's a supporting character, not the greatest at anything but good at everything.

Too bad the Cleric is also better at supporting other classes.
 



Dougal DeKree

First Post
greymarch said:
...5. Ranger - In 1st edition D&D, rangers were one of the best classes in the game...

Sorry to hijack here, but i read this just one too many times now.

In first Edition D&D there were fighter, thief, cleric, wizard, elf, dwarf and halfling. That's it. Don't see a ranger there.

Dougal.

P.S.: oh, as for the list:

1) Cleric
2) Wizard
3) Fighter
4) Druid
5) Sorcerer
6) Rogue
7) Barbarian
8) Paladin
9) Ranger
10) Monk
11) Bard
 

Brekki

First Post
Have been playing 3.5 for a few weeks now.

1) Cleric ... the most combat-boost-able-character with impressive defensive and offensive spells
2) Druid ... great 24 hour campaigner with lots of out of combat versatility and incombat boosting
3) Wizard ... all that very nice spells :)
4) Barbarian ... there's a reason that lots of combat-characters take at least 1 lvl of this class ... with the better rage and DR very nice
5) Rogue ... great versatility in combat and the ability to use near every item available
6) Fighter ... feats can only do so much

No Bards/Monks/Paladins/Rangers in the party so far.
 

mooby

First Post
Re: Re: Rank the D&D 3.5 classes!

Dougal DeKree said:


Sorry to hijack here, but i read this just one too many times now.

In first Edition D&D there were fighter, thief, cleric, wizard, elf, dwarf and halfling. That's it. Don't see a ranger there.

I think you can assume the person was talking about AD&D 1e (where the ranger was by far the most powerful character class).

anyway, I think 3.5 did a decent job at balancing the classes out a lot more.

that being said, here's my list:

1)Barbarian
2)Cleric
3)Wizard
4)Paladin
5)Ranger
6)Sorcerer
7)Druid
8)Monk
9)Rogue
10)Fighter
11)Bard
 

Kerrwyn

First Post
1. Clerics. For all the reasons that everyone else already said.
2. Fighters. Bonus feats means that you can sculpt your fighter into something completely different than your gaming partner's fighter.
3. Rangers. All their new abilities are nasty. Camouflage, Hide in Plain Sight, Evasion. The epitome of the mobile front-liner.
4. Sorcerers. Even with Haste shafted, I still like the fact that they don't have to prepare anything. Simple weapon proficiency doesn't hurt either.
5. Paladins. Summoning warhorses not withstanding, Paladins are one of the best characters against the evil that is prevalent in so many campaigns.
6. Wizards. Never really dug the buggers, but wizards with Quicken spell are nasty. Specialists only get worse from there.
7. Bards. Got a character slot that your party is missing? Cleric, Fighter, Rogue, Wizard? A Bard can fill that slot. Flexible.
8. Rogues. Two words: Sneak Attack. Flanking. Tumble. Hide. Move Silently. Alright, it was seven words, but the rogue is the master of getting around while not being noticed, and then stabbing you in the back later.
9. Barbarians. Big. Nasty. d12 HP. Rage. DR. Dumber than a dirt golem in a rainstorm.
10. Druids. Nothing really against them, but nothing really for them, either. Someone has to go in the next-to-last spot.
11. Monks. Never liked the concept or the execution. It might have to do with the fact that monks were all that a guy in my last group would play. Ever. Ever seen a centaur monk? Wasn't pretty.
 

smetzger

Explorer
PA said:

4) They don't need to rest for 8 hours before preparing their spells.

Although they don't need to rest 3.5 now requires them to _not_ cast any spells in the last 8 hrs in order for them to receive the full acutrement.
 

Remove ads

Top