Zardnaar
Legend
So early in 5.5 various youtubers and myself rated the classes. This was filtered through 5.0 lenses.
After playing the game a lot more I'm finding i value things differently than 5.0. New material has also come out.
Broadly speaking here would be some things I value and assumptions.
1.I weight the lower levels more than youtubers. Level 3-7 is the key patt, 10 is capstone, 11+ mostly theory crafting. My last campaign went to 13 that's higher than what most games seem to reach and it took over a year to get there.
2. I'm not rating 5MWD. Kinda obvious what's good in that scenario.
3. I'm assuming encounter and magic items close to the DMG suggestions.
4. I'll assume that you more or less get what is one paper. Some classes are more DM dependent. Eg artificer. I'll make a note to upgrade the class ranking with a somewhat generous DM and very generous DM.
5. Abilities will be more vibes based but key guideline will be impact, frequency, cost and synergy.
6. A lot of classes have 1-2 subclasses that are just better. Often its obvious but the more good subclasses a class has the higher a rating it gets. A powerful class switching on late with mediocre subclasses will get rated lower than an early bloomer with multiple good subclasses. The payoff may never come.
7. I'll mention changes 5.5 has made. Basically monsters hit harder, more HP and more of them RAW. This does change assumptions and criteria imho over what's good.
8. Sone recent youtubers have rated some classes lower as criteria they used dragged the points down. I wont be doing that. Bards for example not the best at damage. But I don't care to much as its not their thing so its irrelevant. Striker vs striker is more relevant. I care more on impact, frequency etc at whatever that class is doing.
9. Multiclassing wont be directly addressed as theres to many potential options, builds etc. I'll mention it however as some "weak" classes do make good foundations for doing whatever.
After playing the game a lot more I'm finding i value things differently than 5.0. New material has also come out.
Broadly speaking here would be some things I value and assumptions.
1.I weight the lower levels more than youtubers. Level 3-7 is the key patt, 10 is capstone, 11+ mostly theory crafting. My last campaign went to 13 that's higher than what most games seem to reach and it took over a year to get there.
2. I'm not rating 5MWD. Kinda obvious what's good in that scenario.
3. I'm assuming encounter and magic items close to the DMG suggestions.
4. I'll assume that you more or less get what is one paper. Some classes are more DM dependent. Eg artificer. I'll make a note to upgrade the class ranking with a somewhat generous DM and very generous DM.
5. Abilities will be more vibes based but key guideline will be impact, frequency, cost and synergy.
6. A lot of classes have 1-2 subclasses that are just better. Often its obvious but the more good subclasses a class has the higher a rating it gets. A powerful class switching on late with mediocre subclasses will get rated lower than an early bloomer with multiple good subclasses. The payoff may never come.
7. I'll mention changes 5.5 has made. Basically monsters hit harder, more HP and more of them RAW. This does change assumptions and criteria imho over what's good.
8. Sone recent youtubers have rated some classes lower as criteria they used dragged the points down. I wont be doing that. Bards for example not the best at damage. But I don't care to much as its not their thing so its irrelevant. Striker vs striker is more relevant. I care more on impact, frequency etc at whatever that class is doing.
9. Multiclassing wont be directly addressed as theres to many potential options, builds etc. I'll mention it however as some "weak" classes do make good foundations for doing whatever.







