Merlion said:
Also a small note: I would apreciate if people would, if they have time, post at least briefly to state their vote and why they made it. I'm getting a few that surprise me a bit and I'd like to know more
I voted for bard, fighter, monk, ranger, rogue and sorcerer. At least I hope I did. I might have voted the wrong way on both polls
Bards don't really specialize in anything. They're social skills aren't much stronger than rogues (unless they use that broken
glibness spell) and their spellcasting is blown away by a sorcerer. Most bards I've seen try to use spells in combat, but a sorcerer will always blow them away. Their spells known progression is
very slow.
They do have a few nice spells, though, like
song of discord and any of the healing spells, but they end up being the fifth wheel.
They also get their songs too slowly (+2 at 8th-level - wow, a D20 Modern Charismatic hero can have +3 at 5th-level) and for some reason don't get their defense song for a long time. This is important - they have that annoying problem of using a
cloak of Charisma, which takes up the same slot as the
cloak of resistance.
Fighters get weak at higher levels. I'm not even talking about fighters vs spellcasters here (though the barbarian and paladin are both superior in this category). It's just that past 13th-level, you pretty much need to raid Iron Heroes to find any feats worth taking.
Monks are just ... odd. It's like WotC didn't know what they were doing when they made this class. It is, IMO, the worst designed class in the Player's Handbook.
The monk seems to have high speed ... and flurry of blows. They don't work together. Low-level monks have lame AC scores, so you better be a member of House Deneith.
Their unarmed combat system has so many problems, from overly expensive enhancement bonus items that take up the
periapt of Wisdom slot to ridiculous amounts of damage that scare DMs so much they don't realize the monk isn't actually
hitting anything. Improved Unarmed Strike sucks so much that anyone who wants to be a bad-ass brawler has to be a monk, even with the alignment restrictions and low BAB.
They're touted as mage grapplers - while they can Tumble fairly quickly to get at the mage in the back, or jump him from behind - their grapple check is hampered by low BAB and any spellcaster that can't escape from a grapple wouldn't live long enough to face a monk anyway.
Finally, they have a suite of magical inflexible abilities, just like Monte Cook's oathsworn. It would have been nice if these were part of a list of monk feat abilities instead. Some of these abilities are useful, but that doesn't mean you necessarily want them.
Rangers are cool, and the 3.5 version is so much better than the 3.0 version. However, they don't have any good way of boosting damage. Favored enemy is simply too inflexible for that. It's a great PC class, IME, but is lame when used by NPCs.
Rogues die so often it isn't funny. They kick a lot of butt offensively, but their low hit points and low Fort and Will saves leaves them incredibly vulnerable. Their weak combat ability leaves them especially vulnerable when they're spotted while scouting. I killed rogues all the time when I was DMing, frequently by accident, and in campaigns where I'm a player, they still die all the time.
Sadly, there's been a spate of dual-wielding rogues in campaigns I've been in. The enemy just returns the favor (full-round attacks) and kills the rogue.
Sorcerers are, IMO, weaker than wizards, but not by
that much. I'd rather have the right spell than many copies of the wrong spell.