ForceUser said:
"Weak," therefore, is a concept entirely at the mercy of each DM, which means that the idea upon which this thread is predicated is seriously flawed, because there is no true consensus.
But there is. The rules. When I talk about these things I am talking...at least to start with...about the rules as they are written, without DM modifications.
And part of my point is, if a DM has to do a lot of changing and finagling for a class to shine...or not to outshine others...then there is a balance problem in the rules as written.
Thanee said:
Bard and monk. I think this is mostly, because the system does not really reward jack-of-all-trades (or jack-of-no-trades in the case of the monk ) type characters.
This is a good point, and I think a problem within the system both for classes, and for specific things within each class. Specializing is almost always the best way to go in D&D, rarely are you rewarded for trying to be competent in multiple areas.
(Except the Cleric which is mostly because it covers pretty much everything except Rogue stuff, and even some of that)
ForceUser said:
Sorcerers are powerful--I've seen mid- and high-level sorcerers in play, and they rock
IkuRex said:
Sorcerers are not underpowered. I've played and seen played several sorcerers and they can definitely hold their own.
Zimbel said:
I'm suprised at the high number of votes for Sorcerer; I view it as one of the strongest classes at high levels - quite possibly the strongest.
The thing about Sorcerer is a lot like the thing about Fighter. They arent really underpowered across the board, but they are compared to others of their kind. The Sorcerer gained spontaneous casting but it was overcompensated for between the extremely limited spells known, and the slow aqquisition of new spell levels.
Basically the Sorcerer is a variant Wizard that not quite enough thought was put into
Eloi said:
Monk is a wonderful targetted Mage/Sorcerer eater, if you are using a Vow of Poverty. Without that, they soak up the majority of the group's healing/defensive magics. And they still don't hit all that hard unless someone turns them into an Archon or Troll or some such. Being the fellow that gets into position to let the Thief flank/sneak attack, over and over.. well, it loses its pizzazz after a while.
For the monk, I think the combat movement rules need to be losened up a bit so the Monk can really take advantage of their speed. I'm also begining to think monks should just have full BAB.
Eloi said:
Bards are a prime candidate to be run as an NPC to dispense wisdom and sing, while the party gets the benefits. Of all the classes that I've heard folks say, "Not going to play one of those, they're boring and don't get to *do* anything" about, Bard is right up with Cleric - and they stop saying that to Clerics around 13th level when the neat 7th level Cleric spells come out.
I'd say its more like 7th level up, and then especially 9th level up. You've got Divine Power, Flame Strike, Slay Living..
Funny thing is, a Bard is probably better at offensively enhancing the party than the Cleric is..
Shin Okada said:
And still, I think Cleric is VERY useful in social-type campaign. Clergy man has a lot of influence on people. And there are ton's of spells in cleric list which can help social/conspiracy situations. For example, Zone of Truth is a Clr2/Pal2 spell. And a cleric can save someone drunk a cup of poisoned wine.
This is very true. the Cleric is among the only classes that can not just manage, but "shine" under almost any circumstances.
Nonlethal Force said:
That's what makes D&D so much fun in my opinion. The fact that I can play a horrible rogue but an awesome bard while someone else can absolutely butcher the bard class but play one heck of a rogue ... is what makes the game fun. It isn't one better than the other - although there are disrepancies ... sure. But alot of it depends on what the DM wants to do to let the characters shine and how much intelligence each player can put behind their character builds. To me, that's what makes or break a character. It's the DM and the player - not the rulebook.
But the rulebook is the foundation, and where everything comes from. The rules determine what you can and cannot do, mechanically, in the game. Unless you or the DM change them. No matter how good a player you are, a Rogue has a worse BAB than a Fighter, and a Cleric gets both melee ability and spells, unless you change the rules.
And, if you need to change the rules to make a class be able to "shine" and/or to compete with...or not overshadow, other classes, theres a problem
Also bear in mind, many DMS are interested in changing the rules. They go by whats in the rulebook, as far as mechanics, and leave the rest to RP, but RP cant change what you can and cant do mechanically.
Shin Okada said:
It is off-topic but I found this mind set is strong in people who used to play AD&D. Or who used to hear a lot of rumor regarding AD&D. Newer players, who met D&D after 3rd edition, tend not have that mindset. I met a lot of newer female players (or even male players) who try to play a "sacred heroine" type. Or, in other words, Miko-San
This is an important point to. Clerics used to be walking band aids, but they arent anymore. And anyone who either never had that sterotype, or who has really looked at the new mechanics of the Cleric will know that
Say, a party has a typical warrior type (someone with high strength and full-BAB) and a monk, who has lower BAB and tend to have lower strength. If a DM set an encounter to be a challenging one, and choose a monster with AC which the warrior type can hit and miss in good percentages, a monk may become really inefficient. This kind of thing may happen especially at higher level games.
On the other hand, a cleric can be an efficient melee combatant with a single cast of Divine Power spell in this case. Or he can just cast Flame Strike. When such difference is there, I say Monk is a weak class, and Cleric is a strong class. Because, the player of the monk may easily feel he is playing a class with no good, while the player of cleric may easily find a way to make his character do some active role.
This is also a very important point, and why even in an RP heavy game, if your going to have combat at all, the mechanics matter. And class balance matters. I feel a character should generally be able to contribute to combat more often than not, *and* yet should not overshadow other characters. Thats why the classes need to be as balanced as possible.