![]() To give a bit more insight as to my picks - I like the fun of character building, as well as modifying tactics or options based on a given scenario. 'Balanced, functional and fun' (thread title) isn't necessarily the same as 'rock solid' (thread OP). I think the classes that have the most issues are the Ranger (some wonky issues with the class feature specifics, but moreso just a general problem that the Ranger solves a lot of problems that many DMs don't think to throw at the PCs until a ranger is in the group), and then the cleric and warlock (neither of which are weak, just that they do not necessarily perform the way you would think they would). OTOH, the class and its' spells are hardly weak (perhaps the designers also see this as a huge limitation and compensate with raw power). This actually doesn't fit my definition of 'solid as a rock' - it is entirely dependent on how well you know your DM. Not having to select how many knocks or spider climbs (at the expense of combat spells of the same level) you will need in a given day is a huge advantage, but you are still filling your spellbook and memorizing spells based on the upcoming adventure. Exactly how well you have shaped your spell selection to the situation at hand determines how effective you will be. As a class that decidedly benefits from heavy melee combat (or at least can leverage its' advantages most readily there), it is somewhat reliant on the whims of the DM, however.Ī wizard, like every other edition, is basically a missile-based weapons platform or a walking spell list. Other than that decision and the ubiquitous martial question of Dex or Str and what weapon setup to focus on (or to be a generalist) you then have a pretty good idea of what you are dealing with. Paladins come in two varieties (outside of the many multiple multiclass options they have) - those who use their spell slots exclusively as nova-damage, and those who use them for spells. ![]() The only issue with them is that as a player you might pick one up thinking you were taking a traditional Gish concept of guy who alternates between swinging swords and slinging fireballs, and the class really doesn't play out like that. The same can be said about the Eldritch Knight Fighter (with the survivability based on surgical shield casting instead of halving damage). However, while it takes some level of expertise to play a rogue (which is unfortunate, since after the Champion Fighter, it is probably the second class you'd intuitively think a beginning player should play), it otherwise functions exactly as you'd expect, fills out a solid party role, and doesn't really require any specific party makeup to succeed (other than the fact that it can't be the party tank).Īs mentioned above, the Barbarian (really all types) is incredibly reliable and predictable - hits hard in straightforward ways and survives well. I tried fixing it and left it up but in the book compilation I'm making I actually ended up removing it to replace it with a new class.It will depend on your definitions. It made sense flavorfully, but someone pointed out that if a Fighter or other combat class dipped into it, they would suddenly have the resilience of a barbarian for almost no cost, in addition to all those spells. For instance, during Sorcerer Week I made a swarm hivemind subclass that essentially became a swarm, granting it resistance to physical damage. While you usually want the class's earliest ability to be their "schtick" that they use very often, you have to make sure it's not so powerful that other classes can become overpowered by taking only 3 or so levels in your class. Imagine another class multiclasses by dipping a few levels into your class.Basically, does your class become unbalanced if you give them an extra attack? Keep in mind that 5 levels is still an investment, so it usually won't be a problem, but if the class has an extremely powerful ability that gets even MORE powerful if you can attack more than once in a turn, it might need balancing. Imagine someone is multiclassing into this class after 5 levels of Fighter, or some other class that grants an Extra Attack by then.If it can't, the class might still need balancing to be useful. Imagine the class in the ideal party, with a cleric, fighter, rogue, and wizard. Have your class replace any one of them and see if the party can still function.Would its features still be balanced or is there a way to break them? Has the damage become absurd or awful? Imagine the whole party was composed of this class. ![]() ![]() Imagine each of the following for your class: It is difficult to always run numbers and playtest if you are working mostly by yourself (like me), but there are some intense examples you can test your class against to see if it can be easily integrated into the game.
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