Zardnaar
Legend
Well Tasha's is here and much like Xanathars Guide to Powercreep it's ramped up what one thinks of in terms of power. Also the Artificer got errata, buffed and put in a non Eberron book.
The Dungeon Dudes on youtube are doing this and overall I think they are doing a decent job. I disagree here and there. They tend to over rate heavy armor for example and consider level 10-15 more than I will.
The classes will be rated S to D roughly using these categories.
S. One of the best archetypes in the game. Usually changes the base class in profound ways or is just powerful.
A. Above average archetype that can easily be S tier with the right build or campaign.
B. Run if the mill archetype that might have a very narrow path to a higher tier ranking in the right campaign or very specific build.
C. Below average option that is weaker than other archetypes or doesn't play nice with the base class.
D. Trap option. Probably makes the base class worse and/or fails at what it's trying to do. Best avoided imho.
I've tried this before but will be tweaking the criteria the categories are judged on. Overall I'll be rating them how I suspect people actually play the game vs the designers intent.
1. I will look at mostly level 1-7, then up to ten. 11-14 will be considered a little bit level 15+ will mostly be ignored. Online 70% of games are level 1-7 only 10% reach 11 and 1% are epic levels.
2. Classes that are front loaded will likely score higher than late bloomers. See online stats about high level play. I suspect real life games mirror this and the sweet spot is still 3-7 or so.
3. Assuming point buy or default array. Some classes are more MAD vs SAD and I'll mention this if you roll well. Personally I roll but you need some sort of default.
4. Less encounters than 6-8 and two short rests. Probably more like 4-6 and1-2 short rests. Tasha's seems to realize this And I think the short rest concept is a bit if a failure.
5. Classes that are really good at one thing might be rated a tier higher if that one thing is really important. Eg damage, healing or whatever. If your class is really good at under water basket weaving......
So you may be in a higher level game and disagree that's perfectly for be. Just be aware high level games are probably a minority and I have specifically said I'm eating 1-10 more than 11-20. Feel free to comment if that's unfair, life's unfair.
The Dungeon Dudes on youtube are doing this and overall I think they are doing a decent job. I disagree here and there. They tend to over rate heavy armor for example and consider level 10-15 more than I will.
The classes will be rated S to D roughly using these categories.
S. One of the best archetypes in the game. Usually changes the base class in profound ways or is just powerful.
A. Above average archetype that can easily be S tier with the right build or campaign.
B. Run if the mill archetype that might have a very narrow path to a higher tier ranking in the right campaign or very specific build.
C. Below average option that is weaker than other archetypes or doesn't play nice with the base class.
D. Trap option. Probably makes the base class worse and/or fails at what it's trying to do. Best avoided imho.
I've tried this before but will be tweaking the criteria the categories are judged on. Overall I'll be rating them how I suspect people actually play the game vs the designers intent.
1. I will look at mostly level 1-7, then up to ten. 11-14 will be considered a little bit level 15+ will mostly be ignored. Online 70% of games are level 1-7 only 10% reach 11 and 1% are epic levels.
2. Classes that are front loaded will likely score higher than late bloomers. See online stats about high level play. I suspect real life games mirror this and the sweet spot is still 3-7 or so.
3. Assuming point buy or default array. Some classes are more MAD vs SAD and I'll mention this if you roll well. Personally I roll but you need some sort of default.
4. Less encounters than 6-8 and two short rests. Probably more like 4-6 and1-2 short rests. Tasha's seems to realize this And I think the short rest concept is a bit if a failure.
5. Classes that are really good at one thing might be rated a tier higher if that one thing is really important. Eg damage, healing or whatever. If your class is really good at under water basket weaving......
So you may be in a higher level game and disagree that's perfectly for be. Just be aware high level games are probably a minority and I have specifically said I'm eating 1-10 more than 11-20. Feel free to comment if that's unfair, life's unfair.