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The Hall of Suck: Worst Classes in D&D History (Spoiler Alert: Nothing from 5e)
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<blockquote data-quote="Helldritch" data-source="post: 8057088" data-attributes="member: 6855114"><p>[USER=6855259]@auburn2[/USER]</p><p>For the Monk to be at level 17th the character needed 3 250 000 xp points. He had 10 challenge fights just to get there and for the sake of the arguement, let's pretend he won all fights and did not have to relearn the lost levels...</p><p>The thief would be level 24, assuming 16 in Con HP would be 83 not 69</p><p>The Cleric would be level 22, HP would be 85</p><p>The fighter would be level 21, HP would be 109</p><p>The Paladin would be level 17, HP would be 97</p><p>The Magic-User would be level 18, HP would be 55</p><p></p><p>For Dual Classing, the monk would have had to have 17 in Strength, Dexterity, and Wisdom. Assuming fighter as the first class. Because a 15 is required before being allowed to even leave the class. That is a lot of prerequisites. I bet that almost no monks were able to Dual class.</p><p></p><p>Losing the 17th level fight once meant a loss of 500,000 exp. Or about 1 or 2 levels for any other characters. A high cost for such low rewards.</p><p>As for the bonus of dmg on weapons. That was crap. Hand to hand was 8d4! With an average of 20 pts of damage, it was better than the bonus damage. Especially if the monk was properly enlarged to do 2x dmg or for an average of 40 per attacks or 160 dmg if all attacks would hit.</p><p></p><p>The same monk with an halberd would do 15 dmg in average. Give him a +1 halberd and it is 16. 4 points shy of his open hand damage and if enlarged it is only 22 dmg that the monk would do. The downside of enlarge is of course, being hit as a large creature and thus, taking more damage in return. We limited the damage to 100% of dice damage but the spell does state that a creature would be enlarged up to 200%...</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8057088, member: 6855114"] [USER=6855259]@auburn2[/USER] For the Monk to be at level 17th the character needed 3 250 000 xp points. He had 10 challenge fights just to get there and for the sake of the arguement, let's pretend he won all fights and did not have to relearn the lost levels... The thief would be level 24, assuming 16 in Con HP would be 83 not 69 The Cleric would be level 22, HP would be 85 The fighter would be level 21, HP would be 109 The Paladin would be level 17, HP would be 97 The Magic-User would be level 18, HP would be 55 For Dual Classing, the monk would have had to have 17 in Strength, Dexterity, and Wisdom. Assuming fighter as the first class. Because a 15 is required before being allowed to even leave the class. That is a lot of prerequisites. I bet that almost no monks were able to Dual class. Losing the 17th level fight once meant a loss of 500,000 exp. Or about 1 or 2 levels for any other characters. A high cost for such low rewards. As for the bonus of dmg on weapons. That was crap. Hand to hand was 8d4! With an average of 20 pts of damage, it was better than the bonus damage. Especially if the monk was properly enlarged to do 2x dmg or for an average of 40 per attacks or 160 dmg if all attacks would hit. The same monk with an halberd would do 15 dmg in average. Give him a +1 halberd and it is 16. 4 points shy of his open hand damage and if enlarged it is only 22 dmg that the monk would do. The downside of enlarge is of course, being hit as a large creature and thus, taking more damage in return. We limited the damage to 100% of dice damage but the spell does state that a creature would be enlarged up to 200%... [/QUOTE]
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The Hall of Suck: Worst Classes in D&D History (Spoiler Alert: Nothing from 5e)
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