ForceUser
Explorer
Barbarians are okay. Rage is a neat ability, fast movement, nice skill list and skill points. DR is nice but comes too late (addressed in 3.5).
Bards are awesome because Bardic Music is awesome, though Bardic Knowledge is a little weak. Should have more skill points per level, and in 3.5 they will have them.
Clerics simply flat-out own. The cleric is without a doubt the most powerful base class in 3E. They can fight, wear plate, cast numerous and varied buffs and protective spells and at higher levels can throw thunder and lightning almost as well as a wizard. They are a huge force multiplier in 3E, literally generating party victories simply by their presence in the group.
Druids are a sublimely powerful class. To the issue of druid weapon restrictions I say so-freaking-what. Longspear is a fine weapon because having reach owns, as is the scimitar and its 18-20 threat range. But all that is really irrelevant to the druid by 6th level because of wildshape. While the druid spell list is small and less versatile than the cleric's, there are two things about druid spells you can't deny - they are insanely powerful outdoors, and even away from the wilderness you can always fall back to some great everyday spells (barkskin, for instance). A well-played druid is one of the most powerful and versatile characters in D&D, and that's including prestige classes. If you dont agree with me then you don't understand the class at all.
Fighters own. Nuff said.
Monks are wonky and need work (which they are getting.) That said, they can still contribute a lot to a group IF you don't try to be a fighter with them. Use their mobility and supernatural abilities in combat to your advantage.
Paladins own. A tad front-loaded but not enough to matter much to me. The sum of their abilities offsets a Fighter's pure prowess and makes this class not only more interesting and versatile, but loads of fun. Make sure you get a cool mount if you follow this road all the way. Remember that CHA is your most important stat.
Rangers are too front-loaded and I'm glad that's getting fixed. There needs to be a reason to take more than one level in the class. That said, at the end of the day they still get d10 HD and fighter BAB. They are no worse off than the Barbarian.
Rogues are the most versatile class in the game and truly own. What they lack in pure combat power they make up for in 8+ skill points per level and (hopefully) a clever player. You just can't claim rogues suck for any reason.
Sorcerers seem to be bastard cousins of wizards. What they are are walking mobile weapons platforms. The sorcerer excels at focused arcana, most often combat magic. What they lack in versatility they make up for in sheer firepower. I have played with two sorcerers in two long-running 3E campaigns now and I have seen the neverending barrage of magic missles, lightning bolts, fireballs, cloudkills, and other assorted magical carnage wrought by these living gunships. They need no love, they are not gimp or broken, and they are a powerful asset on your side in combat. Out of combat, well, there's always cross-class ranks in Diplomacy and Intimidate, right?
Wizards, when properly prepared, are the most devestating class in the game. Anyone who thinks wizards are weak are high. A wizard with a comprehensive spellbook and a clever player is a thing to be feared.
In short, wizards, sorcerers, rogues, paladins, fighters, druids, and clerics own and anyone who claims differently must be playing a different game than me and my circle of friends. All my comments are based on our experiences designing and playing characters since August 2000.
Rangers, monks, bards and barbarians need some retooling and are getting it in 3.5. Not much else can be said.
Bards are awesome because Bardic Music is awesome, though Bardic Knowledge is a little weak. Should have more skill points per level, and in 3.5 they will have them.
Clerics simply flat-out own. The cleric is without a doubt the most powerful base class in 3E. They can fight, wear plate, cast numerous and varied buffs and protective spells and at higher levels can throw thunder and lightning almost as well as a wizard. They are a huge force multiplier in 3E, literally generating party victories simply by their presence in the group.
Druids are a sublimely powerful class. To the issue of druid weapon restrictions I say so-freaking-what. Longspear is a fine weapon because having reach owns, as is the scimitar and its 18-20 threat range. But all that is really irrelevant to the druid by 6th level because of wildshape. While the druid spell list is small and less versatile than the cleric's, there are two things about druid spells you can't deny - they are insanely powerful outdoors, and even away from the wilderness you can always fall back to some great everyday spells (barkskin, for instance). A well-played druid is one of the most powerful and versatile characters in D&D, and that's including prestige classes. If you dont agree with me then you don't understand the class at all.
Fighters own. Nuff said.
Monks are wonky and need work (which they are getting.) That said, they can still contribute a lot to a group IF you don't try to be a fighter with them. Use their mobility and supernatural abilities in combat to your advantage.
Paladins own. A tad front-loaded but not enough to matter much to me. The sum of their abilities offsets a Fighter's pure prowess and makes this class not only more interesting and versatile, but loads of fun. Make sure you get a cool mount if you follow this road all the way. Remember that CHA is your most important stat.
Rangers are too front-loaded and I'm glad that's getting fixed. There needs to be a reason to take more than one level in the class. That said, at the end of the day they still get d10 HD and fighter BAB. They are no worse off than the Barbarian.
Rogues are the most versatile class in the game and truly own. What they lack in pure combat power they make up for in 8+ skill points per level and (hopefully) a clever player. You just can't claim rogues suck for any reason.
Sorcerers seem to be bastard cousins of wizards. What they are are walking mobile weapons platforms. The sorcerer excels at focused arcana, most often combat magic. What they lack in versatility they make up for in sheer firepower. I have played with two sorcerers in two long-running 3E campaigns now and I have seen the neverending barrage of magic missles, lightning bolts, fireballs, cloudkills, and other assorted magical carnage wrought by these living gunships. They need no love, they are not gimp or broken, and they are a powerful asset on your side in combat. Out of combat, well, there's always cross-class ranks in Diplomacy and Intimidate, right?
Wizards, when properly prepared, are the most devestating class in the game. Anyone who thinks wizards are weak are high. A wizard with a comprehensive spellbook and a clever player is a thing to be feared.
In short, wizards, sorcerers, rogues, paladins, fighters, druids, and clerics own and anyone who claims differently must be playing a different game than me and my circle of friends. All my comments are based on our experiences designing and playing characters since August 2000.
Rangers, monks, bards and barbarians need some retooling and are getting it in 3.5. Not much else can be said.