Difference between revisions of "Dungeons and Dragons Wiki:Categorical Balance Ranges"
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− | + | '''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. | |
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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. | |
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=== Low Power === | === Low Power === | ||
− | + | ''Classes that fit in the Low power range usually have traits that include...'' | |
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− | ''Classes that fit in the | ||
* Bad ranged options available at 1st level | * Bad ranged options available at 1st level | ||
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− | === | + | === Moderate Power === |
− | ''Classes that fit in the | + | ''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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− | === | + | === High Power === |
− | ''Classes that fit in the | + | ''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...'' | + | ''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) | + | * Utility spells/abilities that can avoid skills completely or trivialize them (knock, glibness, fly, charm person) |
+ | * 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)