Difference between revisions of "Dungeons and Dragons Wiki:Categorical Balance Ranges"

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Here is a second attempt at this topic. I realized the first run was too fine grained. The goal of this balance range system is to categorize things by comparisons to existing benchmarks. So that is exactly what I will do!
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'''Classes'''
  
=== Very Low Power ===
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Note: These assume no items, but do assume the Big 6 are used. Items are categorized separately. As a result, use [[Balanced Wealth (3.5e Variant Rule)|Balanced Wealth]] for basic level bonuses because it gives an even spread of where they should come from.
 
 
''Classes that fit into this range are similarly powerful to these classes...''
 
  
[[SRD:Monk|Monk]]
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Another Note: These should be taken as guidelines only, not as hard-and-fast rules. Violating a handful of guidelines for a power range does not disqualify a class from fitting in that range. For instance, despite some few Moderate Power traits such as Quivering Palm, Monks ''most closely'' fit the Low Power criteria, and are thus considered to be Low Power overall.
* Moderate BAB for a front-line fighter
 
* Multiple ability score dependency lowers the potential potency of any potentially worthwhile attack.
 
* Abilities focus on high defensive capabilities without the ability to grab the attention of enemies (either through being a threat or specific class abilities).
 
* Unarmed attack progression is quickly outpaced and outmatched by more versatile and cheaper weapon enhancements and materials.
 
* Weak ranged options
 
  
[[SRD:Soulknife|Soulknife]]
 
* Moderate BAB for a front-line fighter
 
* Good HP
 
* Mind blade cannot be enchanted with useful weapon materials (most DR hoses the Soulknife)
 
* Bonus damage requires a move action to activate, generally limiting to one attack per round.
 
* Limited combat options. Pretty much basic attacks every combat.
 
* Weak ranged options
 
  
 
=== Low Power ===
 
=== Low Power ===
  
''Classes that fit into this range are similarly powerful to these classes...''
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''Classes that fit in the Low power range usually have traits that include...''
 
 
[[SRD:Barbarian|Barbarian]]
 
* Full BAB for a front-line fighter
 
* Really good HP (d12 and extra Con from raging)
 
* Damage increases basically linearly with strength increases and extra attacks
 
* Damage starts out higher than the previous bracket(~16 at level 1, ~42 at level 20)
 
* Is able to make full use of magic weapons and special materials
 
* Relies on Strength as a primary stat
 
* Decent ranged great melee weapon options
 
 
 
[[SRD:Fighter|Fighter]]
 
* Full BAB for a front-line fighter (or archer)
 
* Good HP
 
* Requires very good feat selection to compete with higher level monsters
 
** Unoptimized feat choices reduce the fighter to Very Low Power
 
* Damage scales linearly
 
* Is able to make full use of magic weapons and special materials
 
* Generally relies on a single primary stat
 
* Great weapon options
 
 
 
[[SRD:Paladin|Paladin]]
 
*
 
 
 
[[SRD:Ranger|Ranger]]
 
*
 
 
 
=== Medium Power ===
 
 
 
=== High Power ===
 
 
 
----
 
 
 
I've kept my "old" ideas below just so it can be easily referenced (rather than browsing page history).
 
 
 
'''Classes'''
 
 
 
Note: These assume no items, but do assume the Big 6 are used. Items are categorized separately. As a result, use [[Balanced Wealth (3.5e Variant Rule)|Balanced Wealth]] for basic level bonuses because it gives an even spread of where they should come from.
 
 
 
 
 
=== Very Low Power ===
 
 
 
''Classes that fit in the Very Low power range usually have traits that include...''
 
  
 
* Bad ranged options available at 1st level
 
* Bad ranged options available at 1st level
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=== Low Power ===
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=== Moderate Power ===
  
''Classes that fit in the Low power range usually have traits that include...''
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''Classes that fit in the Moderate power range usually have traits that include...''
  
 
* Martial ranged options available at 1st level
 
* Martial ranged options available at 1st level
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=== Medium Power ===
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=== High Power ===
  
''Classes that fit in the Medium power range usually have traits that include...''
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''Classes that fit in the High power range usually have traits that include...''
  
 
* Spells, when present, usually deal direct damage
 
* Spells, when present, usually deal direct damage
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=== Very High Power ===
 
=== Very High Power ===
  
''Classes that fit in the High power range usually have traits that include...''
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''Classes that fit in the Very High power range usually have traits that include...''
  
 
* Spellcaster with strong spells (some examples can be seen [[Spells_that_Fvcking_Kill_People_(3.5e_Guide)|here]])
 
* Spellcaster with strong spells (some examples can be seen [[Spells_that_Fvcking_Kill_People_(3.5e_Guide)|here]])
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* Single or 2 attribute dependancy.
 
* Single or 2 attribute dependancy.
 
* Minions that can give more actions per round (by acting themselves)
 
* Minions that can give more actions per round (by acting themselves)
* Utility spells/abilities that can avoid skills completely or trivialize them (knock, glibness, fly)
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* Utility spells/abilities that can avoid skills completely or trivialize them (knock, glibness, fly, charm person)
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* Plot-changing abilities (divination, teleportation, plane-shifting)

Latest revision as of 17:50, 18 May 2012

Classes

Note: These assume no items, but do assume the Big 6 are used. Items are categorized separately. As a result, use Balanced Wealth for basic level bonuses because it gives an even spread of where they should come from.

Another Note: These should be taken as guidelines only, not as hard-and-fast rules. Violating a handful of guidelines for a power range does not disqualify a class from fitting in that range. For instance, despite some few Moderate Power traits such as Quivering Palm, Monks most closely fit the Low Power criteria, and are thus considered to be Low Power overall.


Low Power[edit]

Classes that fit in the Low power range usually have traits that include...

  • Bad ranged options available at 1st level
  • No spells
  • Combat options are generally limited to the default ones (disarm, trip, etc)
  • Very limited access to strong status effects (dazed, stunned, paralyzed, etc.)
    • Duration of these effects are very short or have a negligable save DC
  • No save or die effects
  • Rely on damage to defeat opponents
  • 16 in Strength
    • Level 1 damage ~11 at +4 (Warrior with greatsword)
    • Level 6 damage ~17 at +12/+7 (Warrior with greatsword)
    • Level 11 damage ~19 at +20/+15/+10 (Warrior with greatsword)
    • Level 16 damage ~24 at +29/+24/+19/+14 (Warrior with greatsword)
    • Level 20 damage ~28 at +36/+31/+26/+21 (Warrior with greatsword)


Moderate Power[edit]

Classes that fit in the Moderate power range usually have traits that include...

  • Martial ranged options available at 1st level
  • No spells or very low-powered "fighter-level" spells (ie. Paladin/Ranger)
  • Additional combat tricks (Rage, sneak attack)
  • Limited access to strong status effects (dazed, stunned, paralyzed, etc.)
  • Save or die effects have an easy DC, but may exist at very high levels
  • Rely on damage to defeat opponents
  • 16 in Strength
    • Level 1 damage ~16 at +4 (Barbarian with greatsword and power attack 1)
    • Level 6 damage ~22 at +12/+7 (Barbarian with greatsword and power attack 2)
    • Level 11 damage ~30 at +20/+15/+10 (Barbarian with greatsword and power attack 3)
    • Level 16 damage ~35 at +29/+24/+19/+14 (Barbarian with greatsword and power attack 3)
    • Level 20 damage ~42 at +36/+31/+26/+21 (Barbarian with greatsword and power attack 4)


High Power[edit]

Classes that fit in the High power range usually have traits that include...

  • Spells, when present, usually deal direct damage
  • No save or dies until upper levels (15+).
    • Otherwise, they should have a low DC.
  • Sustainable flight around level 10 (over multiple rounds)
  • Strong status effects available, but short lasting and single targeting.
    • Save or lose spells that are really short duration and single target are fine.
  • Abilities tend to have a fair DC of 10 + 1/2 character level + ability mod
    • Spells model this closely enough
  • Single or 2 attribute dependancy.
  • 16 in Strength
    • Level 1 damage ~18 at +4 (Punishing Stance, Sapphire Nightmare Blade)
    • Level 6 damage ~32 at +12 (Punishing Stance, Bonecrusher)
    • Level 11 damage ~65 at +20 (Punishing Stance, Rabid Bear Strike, -4 PA, )
    • Level 16 damage ~100 at +29 (Punishing Stance, Diamond Nightmare Blade)
    • Level 20 damage ~130 at +36 (Punishing Stance, Strike of Perfect Clarity)


Very High Power[edit]

Classes that fit in the Very High power range usually have traits that include...

  • Spellcaster with strong spells (some examples can be seen here)
  • Killing/neutralizing foes with non-damage, save-or-lose, or save-or-die effects (including things like ability damage and level drain)
  • Save or Die effects starting at 7th-9th level
  • Save or lose from 1st level
  • Sustainable flight around level 5 (over multiple rounds)
  • Long-range teleportation around level 9
  • Single or 2 attribute dependancy.
  • Minions that can give more actions per round (by acting themselves)
  • Utility spells/abilities that can avoid skills completely or trivialize them (knock, glibness, fly, charm person)
  • Plot-changing abilities (divination, teleportation, plane-shifting)