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Statistical Analysis of the Classes - popularity vs. power
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<blockquote data-quote="7thlvlDM" data-source="post: 339537" data-attributes="member: 1081"><p>Just wanted to throw in my 2 cents:</p><p></p><p>1.</p><p>Bragg Battleaxe said:</p><p> I am convinced that one must run a campaign that is balanced before the classes can be balanced. One has to have equal amounts of combat, dungeon delving, city settings, social gatherings, intrigue, wilderness travel/exploration, etc, etc. Very few of the classes excel at ALL of these things, and most shine best in only one or two of them. Sometimes a player picks a class, say a Paladin or Ranger, because they enjoy the concept. One must look at the PCs in a party and as a DM provide them all equal chances to do their thing.</p><p></p><p>I believe that the D&D classes were balanced for the dungeon. I agree that balancing over a myriad of environments is better, but instead of trying to run a balanced campaign of equal parts combat, equal parts intrigue, etc., you should look at your past adventures and what elements they consist of naturally (e.g., 40% combat, 30% city, 10% intrigue, 10% dungeon, 5% social, 5% wilderness, etc.) then tweak the classes into balance with those weights in mind. You probably don't depart from your trend in game style much.</p><p></p><p>I think versatility is also a big factor, and so my view is Wizards and Clerics are much more powerful than Fighters, if they have time to prepare the right spells (i.e., not in a dungeon. Wizard see's a locked door, he can come back tomorrow when he has knock prepared).</p><p></p><p>2.</p><p>Biggus Geekus said:</p><p>Example: People "feel" the ranger is weak. I've been saying for a long time now that the ranger is only weak when you play one like a fighter. So is the ranger truly weak?</p><p>If you judge by damage-per-round, do you count things like animal companions or warhorses? </p><p></p><p>Yes and No <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Animal companions sound wonderful until you realize that you can't take a bear into the city, through a small tunnel, on a stealth mission, to the elemental plane of fire, on a rowboat through the swamp, etc., etc. Plus at higher levels a ranger's animal companion can't hit anything. If spells were suppose to compensate the Paladin & Ranger for lack of feats at higher levels, they should not have made their caster level = class level/2</p><p></p><p>3.</p><p>I think the unpopularity of the cleric compared to his power is partually due to the religious aspect. I have a friend who's Catholic who doesn't seem to want anything to do with clerics (perhaps it's the roleplaying a worshipper of a fake god). On the other hand, I'm pretty much an atheist. I can't seriously get into the mindset of a cleric too well.</p><p></p><p>4.</p><p>Somebody official (I'm inclined to say Monte Cook?) said you shouldn't balance powers with role-playing penalties, because it's too easy to ignore the role playing aspect.</p><p></p><p>MUST... HAVE... BALANCE!</p></blockquote><p></p>
[QUOTE="7thlvlDM, post: 339537, member: 1081"] Just wanted to throw in my 2 cents: 1. Bragg Battleaxe said: I am convinced that one must run a campaign that is balanced before the classes can be balanced. One has to have equal amounts of combat, dungeon delving, city settings, social gatherings, intrigue, wilderness travel/exploration, etc, etc. Very few of the classes excel at ALL of these things, and most shine best in only one or two of them. Sometimes a player picks a class, say a Paladin or Ranger, because they enjoy the concept. One must look at the PCs in a party and as a DM provide them all equal chances to do their thing. I believe that the D&D classes were balanced for the dungeon. I agree that balancing over a myriad of environments is better, but instead of trying to run a balanced campaign of equal parts combat, equal parts intrigue, etc., you should look at your past adventures and what elements they consist of naturally (e.g., 40% combat, 30% city, 10% intrigue, 10% dungeon, 5% social, 5% wilderness, etc.) then tweak the classes into balance with those weights in mind. You probably don't depart from your trend in game style much. I think versatility is also a big factor, and so my view is Wizards and Clerics are much more powerful than Fighters, if they have time to prepare the right spells (i.e., not in a dungeon. Wizard see's a locked door, he can come back tomorrow when he has knock prepared). 2. Biggus Geekus said: Example: People "feel" the ranger is weak. I've been saying for a long time now that the ranger is only weak when you play one like a fighter. So is the ranger truly weak? If you judge by damage-per-round, do you count things like animal companions or warhorses? Yes and No :) Animal companions sound wonderful until you realize that you can't take a bear into the city, through a small tunnel, on a stealth mission, to the elemental plane of fire, on a rowboat through the swamp, etc., etc. Plus at higher levels a ranger's animal companion can't hit anything. If spells were suppose to compensate the Paladin & Ranger for lack of feats at higher levels, they should not have made their caster level = class level/2 3. I think the unpopularity of the cleric compared to his power is partually due to the religious aspect. I have a friend who's Catholic who doesn't seem to want anything to do with clerics (perhaps it's the roleplaying a worshipper of a fake god). On the other hand, I'm pretty much an atheist. I can't seriously get into the mindset of a cleric too well. 4. Somebody official (I'm inclined to say Monte Cook?) said you shouldn't balance powers with role-playing penalties, because it's too easy to ignore the role playing aspect. MUST... HAVE... BALANCE! [/QUOTE]
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