Rating Classes by Ease of Play

Timandre

First Post
I am starting a campaign with a group of people who are brand-spankin' new to D&D (I'm only DM because I'm the one who's actually read the rule books). I think the hardest part is going to be the original charecter creation. If the get confused and overwhelmed early, it'll carry through to the entrity of the adventure. So I've been breaking down the races, statistics, skill points, feats, spells per day, base bonuses, and the rest of it to make it as simple and easy to understand as possible.

But I've reached a snag. Seeing as I've never really played any of the classes, I'm not sure which are easiest to play and which take a lot of work and extra thought.

So what I'm asking of you is to breakdown, in your opinion, the ranking of each core class by ease of play?
 

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Timandre said:
I think the hardest part is going to be the original charecter creation. If the get confused and overwhelmed early, it'll carry through to the entrity of the adventure.

I know this isn't your question, but I highly recommend using pregenerated characters for D&D players first game. There are plenty of places online to find them if you don't feel like creating them yourself (here and here are some options.
So what I'm asking of you is to breakdown, in your opinion, the ranking of each core class by ease of play?

Of the core classes I'd rate them for play in about this order:

Fighter
Rogue
Barbarian
Paladin
Ranger
Monk
Sorcerer
Bard
Cleric
Wizard
Druid
 
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  1. Barbarian. Hit things. Rage. Minimal feats to select.
  2. Fighter. Like barbarian, but feats take more planning to be effective.
  3. Paladin - Basically like barbarian, but must be concerned with your code.
  4. Ranger - probably easier in combat than the fighter, but takes more skill decisions
  5. Rogue - even more skills, and must have good strategy to make the most of your sneak attack.
  6. Monk - fits a tighter niche and has an odd array of abilities.
  7. Sorcerer - spellcaster, but don't have to sweat daily spell selection.
  8. Bard - like sorcerer, but must also master bardic music and make decisions to make yourself a decent combatant.
  9. Cleric - must plan your spells daily, but at least you don't have to pick out known spells every level.
  10. Druid - like cleric, but must also master animal stats to be efective.
  11. Wizard - must plan you spells daily and known spells every level.
 

Glyfair's order is much the same as mine'd be, I think.

The most complicated thing to learn in D&D, for a new player, is the spells. So all the primary spellcasters go down the 'complicated' end. The sorcerer and bard know a few spells, and can choose at casting time which of those few spells they want to cast. So there's less to learn for the new player there, compared to the wizard, druid, and cleric; these three have a lot more spells they know, but they need to decide in advance which they wish to prepare for a given day. You need to know the spells a lot better to make those decisions.

Fighter, Ranger, and Barbarian are reasonably simple, by contrast. They hit stuff.

The Monk and Rogue tend to be more dependent on less direct tactics in combat, plus they tend to have more skills to learn (rogues) or special rules (monks).

The Paladin has the whole Code of Conduct thing going on.

So I'd rank them:

Fighter
Barbarian
Ranger
Rogue
Monk
Paladin
Sorcerer
Bard
Wizard
Cleric
Druid

-Hyp.
 

My recommendation is start at 1st or 2nd level (the other posts are pretty spot-on in regards to pluses and minuses of classes). 2nd level might be good just to get a few more hit points to absorb the inevitable tactical flaws that will result in a 1d12+3 whack in the head ("the orc crits! Can you take 32 HP?" "I've got 12 HP...")

You might try one session of pre-generated characters, or you could try one session of creating characters for a more or less combat test kind of session - to let them familiarize themselves with the rules with no pressure (this is what my group did when 3rd edition came out). Then the second session could be creating different characters and starting the campaign up for real.
 

I would recommend starting the newbs at lvl 1 with PHB pre-packaged characters. And whatever you do, don't coddle the PCs. Let the dice fall where they may. PCs will likely die due to poor tactics, this is fine and is all part of the game. As your players gain rules mastery, let them make thier new PCs to thier specifications.

Psion said:
  1. Barbarian. Hit things. Rage. Minimal feats to select.
  2. Fighter. Like barbarian, but feats take more planning to be effective.
  3. Paladin - Basically like barbarian, but must be concerned with your code.
  4. Ranger - probably easier in combat than the fighter, but takes more skill decisions
  5. Rogue - even more skills, and must have good strategy to make the most of your sneak attack.
  6. Monk - fits a tighter niche and has an odd array of abilities.
  7. Sorcerer - spellcaster, but don't have to sweat daily spell selection.
  8. Bard - like sorcerer, but must also master bardic music and make decisions to make yourself a decent combatant.
  9. Cleric - must plan your spells daily, but at least you don't have to pick out known spells every level.
  10. Druid - like cleric, but must also master animal stats to be efective.
  11. Wizard - must plan you spells daily and known spells every level.
 
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I've actually done this before. In fact I had a thread here before the crash about rating the classes. My idea was three different levels of difficulty: simple, experienced, and advanced. The classes break down as follows:

Simple
-Cleric
-Fighter
-Sorcerer

Experienced
-Barbarian
-Ranger
-Rogue
-Wizard

Advanced
-Bard
-Druid
-Monk
-Paladin

The reasoning is fairly simple. Clerics are effective even if they only heal stuff; nothing to do this round? Heal the party. Fighters can select passive feats like weapon focus, improved initiative, and toughness and just make attack rolls. Sorcerers are easy enough if they have passive spells like mage armor and simple spells like magic missile.

The barbarian requires a bit more finesse because he has more limited feats than a fighter and must be able to effectively choose when to rage. The ranger is more difficult for other reasons. They have more skill points than the fighter which can be a blessing and a curse, as well as spells (though they are few) but they have a clear fighting path to follow and it is relatively simple to focus on that. The rogue simply has so many skill points and special abilities that are less than passive that it takes a bit of know-how to play. The wizard is simply a more complicated sorcerer; fewer spells per day plus more spells known plus preparation means knowing enough about the game to make good decisions.

The advanced classes require an expertise in the skills of the game. The bard is essentially a multiclass rogue/wizard with specialized abilities which means many things to keep track of. Additionally, the bard is quite mortal with d6 HD and few abilities to protect it from damage unlike the rogue (evasion, trap sense, uncanny dodge, etc.). To add to that the bard's spells are quite limited but vital to a bard's effectiveness. Plus they require more adjudication that simpler spells like magic missile that deal damage.

The druid has a similar level of complexity. A limited list of armor and weapon types, plus an unusual spell list along with an animal companion and wild shape makes for a very complicated character. Mastering the rules and use of one of these abilities is not extremely difficult, but simply using one effectively does not make for an effective character. Being able to utilize all the abilities in tandem is paramount to taking this class on a successful adventuring career. You must always be aware of ways to use your natural surroundings with your spells, you must know when and when not to wild shape, and you must be cautious in your selection of magic items.

The monk is probably the most difficult class to play in the game because of its relative lack of options at low levels. A canny player must have a plan in mind when selecting bonus feats and must be adept at balancing his character's abilities since a monk requires decent scores in more abilities than almost any other class. Plus, many monk skills are situational and the player must be aware of his surroundings to know when they are useful. Things like Climb, Jump, and Tumble are great boons but serve no purpose when the character forgets about them. Additionally, the monk has more special abilities, both passive and active, than almost any other class in the game that must be remembered. Many a character has died because the player forgot about one of the character's abilities that would have saved him.

The paladin offers a significant roleplaying challenge to the player, who must balance a code of conduct that encourages clemency with a martially-focused class. Additionally, unlike the many feats of the fighter that are often passive, most of a paladin's abilities (smite evil, mount, lay on hands, spells) are very limited and situational resources and the player must know the best times to use them.
 

Glyfair's dead on. As far as getting someone started in DND, definatly go combat heavy pregens. Stick with the sorcerer for the mage, its easier for people to wrap their heads around that.
 

airwalkrr said:
The reasoning is fairly simple. Clerics are effective even if they only heal stuff; nothing to do this round? Heal the party.

The problem with clerics is they have a huge number of abilities to get used to. If you just use the core books and start with the core books you have at least 37 spells you know (assuming your domains overlap the cleric list), two domain abilities (plus the domain spells), undead turn/rebuke abiilty, plus their combat abilities. That's a big learning curve.

The problem is that the core rules don't have a lot of choice for healing ability. Bards can fill in, but aren't terribly effective. Druids have an even bigger learning curve with a possible animal companion, not to mention the eventual wildshape abilities (which even experienced players get challenged with).

The best healer for a new player is the Favored Soul, because it keeps options limited. However, it's in an expansion book, so is rarely an option in a new campaign.
 


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