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2007-09-05, 02:11 PM (ISO 8601)
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Questions On 3.5, Article 1: "Why Is This A Bad Class?"
Frequently, I hear "this is a good class," "this is a bad class," "this is a mediocre class, but for X," and similar statements. I took a chance to delve a bit deeper and discover what exactly it is that makes a good class.
Rule 1: I Have A Party Role
In general, classes that have a determined role in the party (such as "frontliner", "arcanist", "healer", "party face", or "trapper") are better than those that do not, if only because their class features have a determined, progressing focus. In some cases, this is not a traditional party role. The Duskblade, for instance, is not a "frontliner", nor is he an "arcanist"--he fills the "gish" role.
Rule 2: I Can Do Something No One Else Can
Classes that gain class features that no one else has access to--or easy access to--makes a good class. It doesn't necessarily make a strong class, but it does make a good one. Bards, for instance, have access to Bardic Music--there are few other ways of acquiring Bardic Music besides the Bard class. Bardic Music, while useful, is not known as the be-all-end-all of party buffing.
Similarly, a Fighter gains a boatload of feats--and nothing else. This is a bad thing. Everyone gets feats, and the few that are Fighter-only are not all that terrific. Due to this, there's no real reason to be a fighter other than to acquire a number of feats--usually merely as a stepping stone towards something else.
Rule 3: I Am Unique
Classes that reward uniqueness and ingenuity are good classes. For instance, the Spellthief rewards those who find inventive ways to steal their foes' own powers to use against them.
In the same vein, the Wu Jen and the Sorceror--while strong classes--are not good classes. Nearly anything the Wu Jen or Sorceror can do, a Wizard can do just as well, if not better. The Wu Jen has a limited spell list; the Wizard does not. The Sorceror has no bonus feats, does not have access to spells as early as the Wizard, and has trouble with metamagic (particularly Quicken Spell); the Wizard does not.
In fact, this is the fundamental problem with a widely-accepted sub-par class: the Warlock. While a good idea in premise, the Warlock is incapable of doing much--if anything--that the Wizard or Sorceror are not also capable of doing within the normal scope of their powers. The Warlock would be a far cry better--in fact, might even be a powerhouse akin to the Wizard--if it had its own unique powers, instead of mockeries of existing spells.
Rule 4: I Am Not Dependent On More Than Three Stats
...and even three stats is pushing it.
Classes that depend on four or more high attribute scores are generally not very good classes. The Monk, for instance, is broadly accepted to be one of the worst offenders of MAD (Multiple Attribute Dependency) in the game. An effective Monk needs high Strength, Dexterity, Constitution, Intelligence, and Wisdom--the first three for combat, Intelligence for skills, and Wisdom for class features. Similarly, an effective Paladin needs high Strength, Constitution, Wisdom, and Charisma.
Classes that have less MAD--or even are SAD (Single Attribute Dependent)--are generally better classes. The Bard, for instance, can benefit from high scores in any statistic, but really only depends on a high Charisma to be truly effective. All of the Bard's class features run off of Charisma: casting, bardic music, and his role of "party face". This makes a better class, since its features are centralized around one prime score. And in fact, this makes it easier for two Bards to look different from one another: one Bard may be a swashbuckling fencer--represented by stronger physical scores--while another may be a brilliant mastermind--represented by a higher investiture into mental scores.
Rule 5: I Have Room For Personalization
Classes that look exactly like every other member of their class are generally bad classes. Good classes have the ability to personalize the class--even if merely through bonus feats. In this regard, a Fighter is a decent class: it is the ultimate in personalization (but see Rule 2 for why it's still a bad class). Spellcasters are also good classes since their spells known, prepared, carried on scrolls, et al. are different from one spellcaster to the next. No two Wizards will have the same spellbook; no two Sorcerors will know the same spells.
On the other hand, the Paladin class--aside from its spellcasting--has no room to personalize the class. Every Paladin gains the same features, and as such presents a very one-sided "kind" of Paladin. Certainly, one can personalize through other means--race, feat selection, spell use, personality--but the class itself does not assist in that regard.
Rule 6: I Have A Reason To Not Enter A Prestige Class
Surprisingly, most classes are bad offenders of this--the spellcasting classes even more so than others. A good class rewards a player for staying within its bounds for his entire career; a bad one has no reason for a player to stay inside it.
The Spellthief, again, is an example of a good class: without entering a prestige class, you gain access to the amazing Absorb Spell ability. Rogues, too, are a good example: after tenth level, they acquire a list of abilities that are difficult to acquire from other sources.
Sorcerors are the worst offenders of this: they literally have no reason to stay within the class beyond their (mediocre) familiar.
[hr]
Depending on the response to this article, I may continue with other aspects of the game later.Last edited by Fax Celestis; 2007-09-05 at 02:48 PM.
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2007-09-05, 02:14 PM (ISO 8601)
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Re: Questions On 3.5, Article 1: "Why Is This A Bad Class?"
Loverly! And certainly quite true. I know you would never have said this, Fax, but I'm glad "I have good flavor" isn't up there, a lot of people seem to mistake flavor for being a good thing about a class.
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2007-09-05, 02:16 PM (ISO 8601)
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Re: Questions On 3.5, Article 1: "Why Is This A Bad Class?"
What can I say, that's preety accurate. Also, I like the distinction between "good" and "strong" classes. Bard is, in some regards, a good class, but it's not strong class. The ideal example of both weak and bad class is(as always) CW Samurai- not only he's weak as hell but doesn't have anything that'd make him any different from other fighting classes.
Last edited by Morty; 2007-09-05 at 02:18 PM.
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2007-09-05, 02:26 PM (ISO 8601)
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Re: Questions On 3.5, Article 1: "Why Is This A Bad Class?"
I agree. The biggest offenders of this would be the game designers. They often get what they think the "Flavor" a class should be stuck to deeply in thier head when they dole out class abilities. Then you end up with a class that many others can't or won't use because the "flavor" isn't somethign they liked. Or because the class abilities they gave based on this flavor mess up the class.
I feel the Monk, Warlocke, & Wu-Jen are all good examples of this. These classes are built around the flavor the original designer had in mind and I believe they all suffer because of it. More so the Monk, & Warlocke. Base classes simply shouldn't have alignment restrictions on them. Actually I don't feel any classes should have alignment restrictions. The classes are mechanical tools, the flavor should be more flexible.
The Monk I mean, has both alignment restrictions and you can't multi class out of it and return to it. On top of all of it's other problems. This is due to the designers flavor getting all up in the mix. The designer pretty much designed the Monk class from watching old episodes of Kung Fu. So to be a Monk we all have to be David Carrodine.Custom Avatar By: "The Chilli God"
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2007-09-05, 02:28 PM (ISO 8601)
Re: Questions On 3.5, Article 1: "Why Is This A Bad Class?"
Small mistake--Wu Jen keep spellbooks, they don't have limited spells known.
Beyond that? I agree with most points, but I don't think I'd call the Warlock a bad class, if only out of the fact that it's a horrifyingly fun class to actually play.Last edited by GryffonDurime; 2007-09-05 at 02:29 PM.
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2007-09-05, 02:29 PM (ISO 8601)
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Re: Questions On 3.5, Article 1: "Why Is This A Bad Class?"
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2007-09-05, 02:35 PM (ISO 8601)
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Re: Questions On 3.5, Article 1: "Why Is This A Bad Class?"
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2007-09-05, 02:38 PM (ISO 8601)
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Re: Questions On 3.5, Article 1: "Why Is This A Bad Class?"
Very nice post.
*Claps*
I think you forgot about dipping. Front-loaded classes (Barbarian, Fighter) are considered bad because you're better off taking something else after a few levels.
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2007-09-05, 02:39 PM (ISO 8601)
Re: Questions On 3.5, Article 1: "Why Is This A Bad Class?"
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2007-09-05, 02:43 PM (ISO 8601)
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Re: Questions On 3.5, Article 1: "Why Is This A Bad Class?"
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2007-09-05, 02:46 PM (ISO 8601)
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Re: Questions On 3.5, Article 1: "Why Is This A Bad Class?"
As a "These are the general thoughts of the forum-goers" I think this article defines a lot of issues posters use to explain why a class is good or bad.
That being said, my groups generally stay away from wizards, sorcerors, and bards. Wizards and sorcerors because we play low magic, magic is feared, and because most people in my group really like rolling dice.
Bards I think because of the stigma associated with them being weaklings, or unmanly, or whatever, they seem to have a lot of negative fluff associated to them.
So I would say that there is really no such thing as a "bad class" or a "good class". If someone says that a particular class sucks, I think that would be more telling about their group's playstyle than anything else.
I could parade a couple of people around who would swear that wizards suck big time, and while most people would point at them and say "You're wrong", in the campaigns those players are in, wizards are more heavily-restricted than the typical way wizards are viewed on the board, and as such they aren't nearly as fun to play as a fighter might be.
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2007-09-05, 02:53 PM (ISO 8601)
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Re: Questions On 3.5, Article 1: "Why Is This A Bad Class?"
That was very interesting. It was clear, to the point, and most importantly, gives the reader a clear standard to evaluate non-mentioned classes. I hope this is the beginning of a series; what other aspects of 3.5 do you plan to write about?
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2007-09-05, 02:53 PM (ISO 8601)
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Re: Questions On 3.5, Article 1: "Why Is This A Bad Class?"
House rules change the balance of things. This is accepted. If you half the number of spells that wizards get, or half the speed at which they get them, then yes, other classes are more fun to play.
Also, he's just using them as examples, not directly commenting on the classes.
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2007-09-05, 02:56 PM (ISO 8601)
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2007-09-05, 02:56 PM (ISO 8601)
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Re: Questions On 3.5, Article 1: "Why Is This A Bad Class?"
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2007-09-05, 03:06 PM (ISO 8601)
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Re: Questions On 3.5, Article 1: "Why Is This A Bad Class?"
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2007-09-05, 03:06 PM (ISO 8601)
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Re: Questions On 3.5, Article 1: "Why Is This A Bad Class?"
Yeah, but I'm not talking about house rules. I'm talking about how the RAW is interpreted. Just a few examples are: Training rules, availability of scrolls, availability of specific spells.
When someone says "House rules" it implies you are changing the game from the way it is meant to be played. IMO a house rule would be like "Wizards don't get any new spells when they gain a level, only those they learn from scrolls." While a particular interpretation might be "The 2 spells that a wizard learns from gaining a level is the result of their research/knowledge from adventuring. Thus if certain spells cannot be discovered through research in the particular area that the PC Wizard happens to be, they cannot select that spell."
In other words, the way that players typical play D&D is that "I can do it unless the books specifically tell me I can't." But that isn't written anywhere, and is only as valid a view as the "You can only do it if it is written somewhere."
I know. That's why I said as a general "This is why the forum-goers think" type article, this is pretty spot-on.
Originally Posted by Fax_Celestis
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2007-09-05, 03:07 PM (ISO 8601)
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Re: Questions On 3.5, Article 1: "Why Is This A Bad Class?"
Fax_celeste, I applaud you for writing a very thought provoking article. This is could potentially be a great article to sticky in the homebrew section for people interesting in homebrewing a PrC or a base class.
I do think though, that you need to dedicate a little blurb to what is "good" and what is "strong". while it is strongly implied throughout the article, I think explicitly spelling it out can help people flesh out guidelines for it.
to quickly summarize though
1. Party Role
2. Unique abilities (merged 2 and 3 here)
3. MAD
4. Customization
5. Growth Potential
these are the areas of concerns that you've outlined. a lot of them overlap but each I think deserves it's own article.
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2007-09-05, 03:13 PM (ISO 8601)
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Re: Questions On 3.5, Article 1: "Why Is This A Bad Class?"
Lantanese gnome avatar by the talented Honest Tiefling.
Don't call it a rework - 5e Ranger optional class features
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2007-09-05, 03:47 PM (ISO 8601)
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Re: Questions On 3.5, Article 1: "Why Is This A Bad Class?"
This came up A LOT in 3rd edition 40k. The British game developers wrote it with the idea that "these are what you're allowed to do in the game." The American audience read the rules and put their viewpoint of "If it doesn't say I can't do it, I can." As a result, there were a LOT of exploits constantly found.
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2007-09-05, 03:52 PM (ISO 8601)
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Re: Questions On 3.5, Article 1: "Why Is This A Bad Class?"
Originally Posted by lordsmootheBlunder's Law: Just because it can be fixed doesn't mean it's not broken.
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2007-09-05, 04:24 PM (ISO 8601)
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Re: Questions On 3.5, Article 1: "Why Is This A Bad Class?"
I understand the point you're trying to make, but you are wrong here. In the example you gave, that would be a house rule, not an interpretation of RAW. It's not an interpretation of something the rules state, as nothing is stated that limits spell selection in that manner; it's something that is being applied to the rules in a manner consistent with what a particular DM believes should be the case. That's house-ruling, not interpreting.
An interpretation is being done when the rules make a direct statement that can be taken to mean more than one thing.
A type of house-ruling is being done when the DM is adding something he believes is consistent with the intent of the rules, but that is not directly stated anywhere in the rules.Last edited by tainsouvra; 2007-09-05 at 04:27 PM.
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2007-09-05, 04:25 PM (ISO 8601)
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2007-09-05, 04:47 PM (ISO 8601)
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Re: Questions On 3.5, Article 1: "Why Is This A Bad Class?"
But where the rules turn out to _not_ be a common concept, then what's the point? That's why I think discussion of class quality is limited in application, at best; because I feel people who actually play by the rulebook are a minority.
Also, between all of those rules, I'm pretty sure the only "good" core class is the Druid?
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2007-09-05, 05:21 PM (ISO 8601)
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Re: Questions On 3.5, Article 1: "Why Is This A Bad Class?"
Well, that's open to discussion. But by your statement, specifically "as nothing is stated that limits spell selection in that manner" would lead me to believe you ascribe to the "can do anything unless stated otherwise" thoughts like I mentioned in my earlier post.
I agree. So say the rules say "These spells represent the results of her research." Now, if the character had absolutely no time to "research" for spells since she gained her last level, would it be a house rule to prevent said character from gaining new spells? Or would it be an interpretation of the above sentence?
Another good example: "The form chosen must be that of an animal that the druid is familiar with." Now, is there anywhere in the rules book where it says how a druid become familiar with a particular type of animal? If so, show me where. If not, would you consider it a house rule if the DM required a particular Knowledge (Nature) check, or if the DM required that the druid PC had met the animal in game? Or would that be an interpretation?
That really doesn't make sense though. If the DM interprets something to mean something, and then adds a rule to represent that, then that is house ruling? If so, then preventing a character from taking actions when they are suffering from the "dead" condition would be a house rule? Because, as has been pointed out, it doesn't specify that a character cannot take actions when they are dead. It mentions that a character's soul leave their body, but I don't recall reading any rules that state that a character must have a soul to act.
Now, you'll probably say "But its common sense that a dead character can't act." And I'd agree. But I'd also say that it is common sense that if a Wizard requires research to learn new spells, but is prevented from undertaking that research, that they would not gain new spells.
So in the end, it ALL comes down to interpretation.
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2007-09-05, 07:27 PM (ISO 8601)
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Re: Questions On 3.5, Article 1: "Why Is This A Bad Class?"
I agree. So say the rules say "These spells represent the results of her research." Now, if the character had absolutely no time to "research" for spells since she gained her last level, would it be a house rule to prevent said character from gaining new spells? Or would it be an interpretation of the above sentence?
This is similar to your example of spells learned on level up. By RAW, you gain those spells no matter what. Adding in the requirement for actual research time is a houserule; you're actually adding in a requirement. If you want a more fluffy reason why the Wizard is able to learn new spells despite not having spent research time in the last level, it may be that said Wizard HAD researched the spells previously and/or copied them into her spellbook, but simply didn't have the experience, knowledge, or power to actually cast it. It's similar to a math problem; you might have all of the knowledge necessary to do it, but you simply don't see how to arrive at a solution without doing others first.
Another good example: "The form chosen must be that of an animal that the druid is familiar with." Now, is there anywhere in the rules book where it says how a druid become familiar with a particular type of animal? If so, show me where. If not, would you consider it a house rule if the DM required a particular Knowledge (Nature) check, or if the DM required that the druid PC had met the animal in game? Or would that be an interpretation?
That really doesn't make sense though. If the DM interprets something to mean something, and then adds a rule to represent that, then that is house ruling? If so, then preventing a character from taking actions when they are suffering from the "dead" condition would be a house rule? Because, as has been pointed out, it doesn't specify that a character cannot take actions when they are dead. It mentions that a character's soul leave their body, but I don't recall reading any rules that state that a character must have a soul to act.
Remember, just because it's a rule used everywhere, by pretty much everyone save the munchkins, doesn't necessarily mean it's not a houserule.
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2007-09-05, 07:40 PM (ISO 8601)
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Re: Questions On 3.5, Article 1: "Why Is This A Bad Class?"
No, you don't. By the RAW, the spells you gain are the result of research. The RAW do not specify either that the Wizard automatically gains both nor that the Wizard may choose from the entire spell list. It simply specifies that the Wizard "chooses two spells" that are, apparently "the result of research."
Strictly speaking, yes, any mechanical method for making rulings or changing how conditions are defined ingame is a houseful. As has been pointed out, this leads to some pretty absurd things that can be done when playing strictly RAW. Dead people running around and drowning yourself in a bucket of water so that you don't die are 2 of these.
Remember, just because it's a rule used everywhere, by pretty much everyone save the munchkins, doesn't necessarily mean it's not a houserule.
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2007-09-05, 07:56 PM (ISO 8601)
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Re: Questions On 3.5, Article 1: "Why Is This A Bad Class?"
Exactly. Every game plays with house rules because the rules don't cover everything. There are several rule sets that have different interpretations; you'll be hard pressed to find two game groups that play the exact same way. Thing is, houserules are not a bad thing. They are necessary to play pretty much any game.
Last edited by Green Bean; 2007-09-05 at 07:57 PM.
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2007-09-05, 08:10 PM (ISO 8601)
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Re: Questions On 3.5, Article 1: "Why Is This A Bad Class?"
Gish isn't a party role. The ACTUAL party role filled by the Duskblade is a melee damage dealer (which is actually a very distinct role from that many other gishes take).
Rule 2: I Can Do Something No One Else Can
Classes that gain class features that no one else has access to--or easy access to--makes a good class. It doesn't necessarily make a strong class, but it does make a good one. Bards, for instance, have access to Bardic Music--there are few other ways of acquiring Bardic Music besides the Bard class. Bardic Music, while useful, is not known as the be-all-end-all of party buffing.
Similarly, a Fighter gains a boatload of feats--and nothing else. This is a bad thing. Everyone gets feats, and the few that are Fighter-only are not all that terrific. Due to this, there's no real reason to be a fighter other than to acquire a number of feats--usually merely as a stepping stone towards something else.
In the same vein, the Wu Jen and the Sorceror--while strong classes--are not good classes.
Nearly anything the Wu Jen or Sorceror can do, a Wizard can do just as well, if not better.
In fact, this is the fundamental problem with a widely-accepted sub-par class: the Warlock. While a good idea in premise, the Warlock is incapable of doing much--if anything--that the Wizard or Sorceror are not also capable of doing within the normal scope of their powers. The Warlock would be a far cry better--in fact, might even be a powerhouse akin to the Wizard--if it had its own unique powers, instead of mockeries of existing spells.
Rule 5: I Have Room For Personalization
Classes that look exactly like every other member of their class are generally bad classes. Good classes have the ability to personalize the class--even if merely through bonus feats. In this regard, a Fighter is a decent class: it is the ultimate in personalization (but see Rule 2 for why it's still a bad class). Spellcasters are also good classes since their spells known, prepared, carried on scrolls, et al. are different from one spellcaster to the next. No two Wizards will have the same spellbook; no two Sorcerors will know the same spells.
On the other hand, the Paladin class--aside from its spellcasting--has no room to personalize the class. Every Paladin gains the same features, and as such presents a very one-sided "kind" of Paladin. Certainly, one can personalize through other means--race, feat selection, spell use, personality--but the class itself does not assist in that regard.
Rule 6: I Have A Reason To Not Enter A Prestige Class
Surprisingly, most classes are bad offenders of this--the spellcasting classes even more so than others. A good class rewards a player for staying within its bounds for his entire career; a bad one has no reason for a player to stay inside it.
The Spellthief, again, is an example of a good class: without entering a prestige class, you gain access to the amazing Absorb Spell ability. Rogues, too, are a good example: after tenth level, they acquire a list of abilities that are difficult to acquire from other sources.
Sorcerors are the worst offenders of this: they literally have no reason to stay within the class beyond their (mediocre) familiar.Last edited by OneWinged4ngel; 2007-09-05 at 08:38 PM.
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2007-09-05, 08:13 PM (ISO 8601)
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Re: Questions On 3.5, Article 1: "Why Is This A Bad Class?"
Assuming that this article was supposed to be about designing classes well, I'd like to add a few points.
Many people go about creating new classes all the time, but a lot of them aren't particularly good. Here, I'm going to examine a few of the elements of what I view to be good class design, and hopefully help a few people out (since they seem to keep asking me for help in this regard).
Ultimately, this guide should help people to create fun and balanced classes, while avoiding common pitfalls.
Is there a reason to create a new class?
This is one that people miss out on a lot. I can't count the number of classes I've seen on these boards that actually served very little purpouse, because oftentimes the exact same concept could be managed by existing classes (and done with similar or sometimes better mechanical elegance).
In order for a base class to be a solid new addition to the roster, it has to do at least one of two things:
It must either
A) Fill a new niche. For example, the Artificer fills the item creation and use niche as a class, where previously that was never the focus of any base class.
or B) Be mechanically original. For example, while the Warblade fills the "Fighter" niche, it does so in a new and mechanically unique and elegant way.
If it doesn't do either of these things, it may as well not exist.
This post from Tempest Stormwind helps to illustrate my point:
^--It also covers my next point a bit.
Mechanics for mechanics' sake is bad. Seriously. People add little +1s and -1s and tiny little details that don't actually affect the character much based on this and that, and bog it down (and actually can limit the versatility of the character concepts it can fill), when you actually don't need any new mechanics. Some good examples of "mechanics for mechanics sake" are actually some classes that have received high acclaim from some, but criticism from board veterans like myself and Tempest Stormwind, such as Szatany's classes and Frasmage's Gemini Dancer. This is largely because the presentation looks good, but the underlying mechanics are actually rather unnecessary.
Basically, mechanics should have some meaning and significance. They should do something you care about, instead of bogging down the system.
Dead levels suck.
Make sure the player gets something new every level. The reason for this is simple and straightforward: No one wants to take a level where there is no benefit, and moreover dead levels are boring and just plain not fun. Even if it's something minor, you should at least put *something* to fill the void. Ideally, you should be giving a fairly even progression of cool class features.
It is worth noting that gaining a level of spells or something is *NOT* a dead level, because a level of spells actually represents an array of new class features. In fact, it often represents a larger array of new class features at the new level than many other classes get. Don't confuse "class features" with "entries in the special column," because it's just not true. It's also worth noting that if you have a lot of abilities that scale by level, it can also be acceptable to have a few seemingly "dead" levels, since you're actually getting something nifty at those levels even if you don't see it right there in the special column. A bad dead level is one where you're basically the same guy as you were at the last level, except with a bit higher numbers.
You should feel more powerful, more versatile, and generally cooler at every level. A player should not be doing just the same old thing, except with slightly higher numbers.
Tempest helps to clarify, here:
Uneven progressions suck. There are two common sides of the coin here. There's toploading, and there's the "suck now, but own later" mentality. Both of these ideas generally suck. Toploading is bad because it means that most of your class's progression is actually useless (for instance, the Swashbuckler is often considered a 3-level long class. The other 17 levels are wasted). And "pay for it now for power later" and similar such uneven progressions *really* don't actually work that way in play. Sure, many PrCed up gish builds will be pretty lame at low level, and killer at higher level, but the reality is that most campaigns aren't actually played from levels 1-20. They'll be more like "5-12" or "1-14" or "12-18" or whatever. So that "evening out cost and benefit over levels" doesn't really exist. Making a class good at one level and crappy at another is a bad thing. Ideally, a class progression should be as even as possible and a class should contribute to the party in a level-appropriate way at *every* level. No more, no less. It doesn't actually have to be perfect... but it should be a fairly even progression of cool class features.
I think this honorable Crane puts it fairly well here.
Make the class for everyone who's going to use it, not just you. Basically, this follows a principle that when designing something for public consumption, you want to make it adaptable to everyone's needs. A class shouldn't look like "your specific character's build choices." It should be able to embody a variety of concepts. Writing extensive fluff on the history of some order and the exact way a certain character fights and so forth doesn't actually make for a better class in any way. We've all seen these classes that look like one guy's character, instead of a real base class that can be adapted to a variety of concepts.
Keep it flexible in build. Building on the last point, a class should provide many "viable" build options, allowing it to embody a variety of concepts. With a look at the Wizard, we can see that you can make a tricky illusionist, a war wizard that makes buildings explode, a calculating seer, or a thousand other concepts. Where possible, you shouldn't be restricting the sort of concepts you can use with the class.
Give it options in play. Using the same tactic over and over is boring. If you're a trip fighter with that one trick (trip, trip, trip) then your gameplay is going to become more monotonous. By contrast, the Warblade introduces more versatility and options into every battle.
This is notably distinct from versatility in build. Versatility in build refers to the ability of a Fighter to be built in many different ways, but versatility in play refers to have many options of actions available to you during play.
Plot writing abilities SUCK. Just don't do it. This is a no-no. When I say "plot writing" abilities, I mean stuff like the HORRIBLE Thunder Guide class in the Explorer's Handbook where you get abilities like "Serial Hero: At 8th level, famed Korranberg Chronicle reporter Kole Naerrin writes a serialized account of your adventures appearing over the course of thirteen weeks. You earn 1000 gp per point of your charisma bonus for the rights to your story (minimum 1000gp)." Seriously, WTF? "A guy writes a book about you" isn't a class ability. A class ability is supposed to be some ability that your character has, not something that happens in the plot.
This PrC from the Dungeonomicon parodies the plot-writing abilities and "The class is actually just my specific character put into a progression" problems that we see *alarmingly* often, which is just stupid.
Spoiler
Originally Posted by K/Frank's Dungeonomicon
MAD isn't a bad thing.
Now, before you say "What? zomgwtf? MAD makes you weaker!" Well, yes, it does. However, SAD is actually a problem, while MAD is probably a good thing. Allowing a person to excel in different ways by excelling in different stats increases his customizability and versatility in build, which is a good thing. A world where everyone invests in and only cares about the same stat is *not* such a good thing. This goes back to the "make the class versatile in build" point.
Allowing for decent multiclassing is a good thing, too.
You know what's annoying about a lot of full spellcasters? They kinda just feel cheated when you multiclass 'em most of the time. This isn't fun... it impedes on the "make it versatile in build" principle. By contrast, we see a more elegant multiclassing mechanic in Tome of Battle classes, where your maneuvering abilities don't just become completely obsolete if you decide to take a few levels at level 7 or 8 (As opposed to getting magic missile at level 9 with a caster level of 1).
Thankfully, they've got a few PrCs and a feat or two (like Practiced Spellcaster) to mitigate the multiclassing issue of some classes, but it would be better if they didn't have to. However, this is a fairly advanced concern, and people aren't going to mind *terribly* if it doesn't multiclass well, just because multiclassing generally sucks across most of the board in D&D.
This quote from Tempest helps to clarify this point a bit.
Choose a paradigm for balance. This is to say, don't just shoot in the dark, then post on the boards saying "is this balanced?" Decide, from the beginning, what you consider to be your standard for balance. Many people will recommend the Rogue or Psychic Warrior as a "middle-of-the-road" point for balance. Frank uses the single-classed transmuter Wizard. It's ultimately up to you. But the point is... know what power level you're shooting for and go for that.
Keep your conceptual goals in mind. You want to know where you're headed. You find a new niche to fill, or you think of a mechanically original way to handle something. From there, keep that goal in mind, and work towards realizing the concept of the class, and moreover keep in mind *how it will work in play.* Synergy matters. If you're making a paladin, don't just throw in a bunch of holy warrior-y abilities for 20 levels... think of the cohesive whole and how the whole thing works together to create an even class progression that fills a useful and fun role.
Capstones are cool abilities, but don't really change the class's playstyle. Basically, a capstone should be something and cool and shiny that says "congrats, you just hit 20th level." However, it should *not* be something that significantly alters the style of play, such as, say, a Duskblade's Arcane Channelling, which is a "meat of the class" ability. You want to get those sort of abilities when you can use them for more than 1 level. Instead, a capstone is something like "you turn into an outsider type," which is cool and all, but doesn't really revolutionize the way the class is played.
Mind the CR system. You want your base class to be balanced, so measure it up against encounters of the appropriate level (including monsters, other characters, encounter traps, and non-combat obstacles and encounters). Look up the CR system, and know what it's supposed to mean. If a character cannot contribute in a way appropriate to his or her level against encounters appropriate for their level, or if they can completely floor all of those encounters, you don't have something balanced on your hands. What you DO NOT want to do is just eyeball it and say "Hey, that looks balanced." Examine it. Scrutinize it. Make comparisons. Playtest it. Get other people to playtest it if possible, so that you can get away from your own biased opinion.
Balance your options. That is to say, each build option should be good in its own way, with no clear "best" or "worst" choice. When you can feel the indecision, that's balance, right there. Pretty straightforward, but worth mentioning. You don't want "Cat's Grace vs. Bite of the Wererat." You want "Invisibility vs. Silence."
Present your class clearly. The last thing is that you want your class write-up to look nice. This doesn't actually have so much to do with class design itself, but it's an important point when designing classes. You want some flavorful stuff to entice the reader to pay attention, like a quote from a character of the class or a picture. You want to have a clear table, clear ability entries, and something that's legible instead of all just kinda blending together in a great blob of text. You might even want to link up your spell list table to stuff in the SRD or something. Whatever. The most important part of this is making the rules clean and concise, to avoid misinterpretations and generally make everything go down smooth. A badly explained ability entry has led to more than one long, heated, pointless argument on these boards. Don't make it happen to your class.Last edited by OneWinged4ngel; 2007-09-05 at 08:49 PM.