'k, I need some classes ranked...

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For Valor
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'k, I need some classes ranked...

Post by For Valor »

I'd like to try and rank all the [Tome] classes for noobs (derogatory language, silly me) beginners, intermediate players (such as myself), complex, and maybe "very complex" could be a category (though I don't see a lot of classes going into that).

I'm note sure about the bolded things.

Beginner
  • - TGD Acid Mage
    - TGD Air Mage
    - TGD Barbarian
    - WotC Barbarian
    - TGD Dragon (not on the Time Link Repository..?)
    - TGD Elemental Brute
    - TGD Fiendish Brute
    - WotC Fighter (?)
    - TGD Fire Mage
    - TGD Force Mage [virgileso]
    - TGD Marshall
    - TGD Master of Wrath
    - WotC Monk
    - TGD Psion
    - TGD Psychoanalyst
    - TGD Racial Classes
    - TGD Ranger (Talisman)
    - TGD Ranger (ZER0)
    - WotC Ranger
    - WotC Rogue.
    - TGD Spirit Ranger
    - WotC Soulknife
    - TGD True Dragon
    - TGD Warmage
Intermediate
  • - TGD Archanamach (PrC)
    - WotC Bard
    - TGD Blade of Radiance
    - TGD Dread Necromancer
    - TGD Exultant
    - WotC Fighter (?)
    - TGD Gadgeteer
    - WotC Inarnate
    - TGD Nightmare Seeker
    - TGD Paladin (Brobdingnagian)
    - TGD Paladin (IGTN)
    - WotC Paladin
    - WotC Psychic Warrior
    - WotC Sorcerer
    - WotC Warmage
    - WotC Wilder
Complex
  • - TGD Alchemist
    - TGD Bard (Boolean)
    - TGD Bright Blade
    - WotC Cleric
    - WotC Druid
    - TGD Elemental Weird
    - TGD Genkotsuken (Shadow Warrior)
    - TGD Paladin (Koumei)
    - WotC Psion
    - TGD Puppeteer
    - TGD Soulborn
    - WotC Spirit Shaman
    - TGD Suliin Sorcerer
    - WotC Wizard
Please assist!
Last edited by For Valor on Wed May 26, 2010 2:33 am, edited 16 times in total.
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Post by Akula »

Depending on opposition, any tome class is noob friendly. Wizards, and other broad prep casters are the only classes I would advise against a new person playing. Summoner is an edge case, given that your spell list is much more complex than its length would indicate. At level 5 it really doesn't matter so much. As long as trap options are avoided (unmodified conduit is unplayable before level 7, make sure that druids and clerics are preparing good spells, make sure the wizard is angling for good spells) the tome classes are able to produce viable characters even in the hands indifferent optimizers.

In your group, the Monk and the Fighter are unplayable. They need new classes. Have you told the Monk player that the Dungeonomicon Monk would likely fit his concept simpler and make a more effective character? Because it would. The Fighter player should be flat out told that Fighters must be optimized to the hilt to even be slightly viable. He can play the same character with a much better set of mechanics with any number of classes. And he should, because he wont be able to contribute at all, and that isn't fun.
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Post by RobbyPants »

Akula wrote:Fighter player should be flat out told that Fighters must be optimized to the hilt to even be slightly viable. He can play the same character with a much better set of mechanics with any number of classes. And he should, because he wont be able to contribute at all, and that isn't fun.
If it's SRD-only, I think it's flat out impossible. I just don't see him "optimizing to the hilt" using just the SRD.

Would he consider a Tome fighter?
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Post by Koumei »

All discussion of any Fighter class ever was in fact banned last year as part of the Making the Internet Less Annoying Act (2009).

I like to think all my classes are of such complexity that they are only recommended for people who have 7 years of gaming experience and a degree in Differential Calculus. But most are really quite simple. Ninja and Pirate, for instance, would be Intermediate at most (remembering to utilise the various non-Standard actions).
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Post by Judging__Eagle »

The Tome Fighter fits wherever the Wizard is fitted.

Some people play them haphazardly, and that's the sort of character they get, others mix-mash them up and get a mix-mash character.

I'd recommend printing out the relevant parts of the Tomes PDF in 4 pages per sheet of paper, ideally double sided, so you get 8 pages of the PDF per sheet of paper.

The fact that -all- of the Tomes is less than my PHB + DMG in volume/weight, and yet is more useful, and more complete is fucking hilarious. I only pack a DMG for the random monster list, and the magic items list. The PHB is for the nicely indexed spell list that I marked alphabetically with clear post-it bookmarks (I've indexed most of my core books like this, saves me piles of time).
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Post by SunTzuWarmaster »

Just for the record, Indiana Jones has always been a rogue. Druid, Spirit Shaman, and any other caster/prepper just totally doesn't fit for Indy.

Indiana Jones lives by his wits. He's a rogue.
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Post by Judging__Eagle »

Rogues are powerful spell casters. Just an FYI
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Post by Akula »

Only in your "Infinite Scrolls" retarded imagination.
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Post by Maxus »

Akula wrote:Only in your "Infinite Scrolls" retarded imagination.
JE's exaggerating, but he does have a point.

No matter if it's a wand or scroll, eventually a Rogue who really wants to will be able to make it his bitch.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

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Post by Akula »

Sure, but in practice these items are not unlimited. You also don't always control which ones you have. JE seems to think they are and you do.
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Post by Calibron »

Akula wrote:Sure, but in practice these items are not unlimited. You also don't always control which ones you have. JE seems to think they are and you do.
The argument could easily be made spells per day and spells available for a wizard to put in their spell-book, or divine caster spell list access under tome rules. Also item creation would allow any party spell caster to pump out a sizable amount of scrolls or wands during any sort of downtime. Also you suck.
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Post by Akula »

Caliborn wrote:The argument could easily be made spells per day and spells available for a wizard to put in their spell-book, or divine caster spell list access under tome rules.
Divine casters automatically know a sizable amount of spells, the wizard has secret page.
Also item creation would allow any party spell caster to pump out a sizable amount of scrolls or wands during any sort of downtime.
If you use the SRD crafting rules, which do not work well with tome stuff as written then sure. But you don't do that because you are actually patching the incomplete tome item framework so that scrolls and potions are covered in a way that will work for your group. Even then, why are they spending their time and energy making you into a subpar version of themselves?
Also you suck.
Not sure where that came from, but okay.
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Post by Judging__Eagle »

The spellcaster who churns out wands and scrolls is making them self more powerful.

I once made an Archivist that just generated scrolls and scrolls of spells, for the Cleric and the Divine Bard to use. The Ranger also got wondrous spell-trigger items of Ranger spells.

It was seriously easier to hand other character's scrolls and spell-trigger items to power up my character, than it was to give my character more powerful magical items.

The benefits of leveraging multiple player actions, and upgrading those actions from 'move' or 'attack' to 'cast spell' or 'use item', is pretty noticable.

Sort of how in the original and remake of the first Final Fantasy game, where the player will have several items that allow them to just "cast" a spell for free, every round. Since these spells are often AoE, and the effect is linked to the character's stats, it made more sense for each character to equip one of the different spell-items on each of the characters in the group.
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Post by Akula »

Judging__Eagle wrote:The spellcaster who churns out wands and scrolls is making them self more powerful.
In a tome game, the opposite is the case. You get only one item of max level crafted per level, at the point you can churn out at will spell items you will likely have better spells and better stuff to use slots on. And others will have better actions to preform than spam weak offensive spell like a chump.
I once made an Archivist that just generated scrolls and scrolls of spells, for the Cleric and the Divine Bard to use. The Ranger also got wondrous spell-trigger items of Ranger spells.
Not a tome game, not relevant, not surprising.
The benefits of leveraging multiple player actions, and upgrading those actions from 'move' or 'attack' to 'cast spell' or 'use item', is pretty noticable.
You must be shitting me. In a tome game, which is what this conversation is about, "upgrading" from your own actions to the cohort quality or less actions that the wizard can provide you with (at the cost of making your other actions shittier) is not a smart move.
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Post by For Valor »

Image

Seriously, guys... try and help me by not flaming this place up.

EDIT: As a side note, this is my 49th post. That's 7-squared, fuckers.
Last edited by For Valor on Tue Apr 27, 2010 5:15 am, edited 1 time in total.
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Post by For Valor »

Added more classes. All the SRD stuff is in there (please double check my placements), and I'm starting from the top of the Tome Link Repository, working my way down.

Assists would be nice! You've only got to beat a DC of 10, and I'm sure you've all got the Knowledge (Tome) ranks to help me.
Mask wrote:And for the love of all that is good and unholy, just get a fucking hippogrif mount and pretend its a flying worg.
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Post by Koumei »

Sure:

Beginner
-TGD Gadgeteer (it's pretty plug&play, really - you can even just go GUNS AND EXPLOSIONS, BOOM BOOM!)
-TGD Warmage (it has good spells picked out for it and the fancy alterations get added over time)

Intermediate
-TGD Time Mage (like the Fire Mage etc. but more actions to keep track of)
-TGD Swashbuckler (has a fair number of AoO/Immediate action tricks, various mechanics that alter the way others work and so on)
-TGD Soldier (Manoeuvres are simple, but Stances require remembering to activate them as well as an above-average understanding of the rules and how to utilise various things)

Complex
-TGD Koumei Paladin (okay, so it can end up casting three spells per turn, which it needs to keep track of, all with things like "Duration: this attack that's incoming", and focuses on "Don't hit X!" spells)
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Post by Maxus »

For Valor wrote:Added more classes. All the SRD stuff is in there (please double check my placements), and I'm starting from the top of the Tome Link Repository, working my way down.

Assists would be nice! You've only got to beat a DC of 10, and I'm sure you've all got the Knowledge (Tome) ranks to help me.
Looking at your list...ERGH.

You're ranking classes how? How much skill it takes to play one without slowing down the game and without screwing it up?

WotC Fighter is definitely intermediate. It has a ton of crap options.

I'd...honestly put anything B09S as Intermediate at the least, but that's me not having the patience to deal with all the maneuvers and stances and recharges.

Barbarians and Rogues and Fire Mages (and other energy mages) are good beginner classes to help learn the game and get used to things. Thief-Acrobat would be, too.

Really bonus-heavy stuff, like Frank's Soulborn would likely be Expert. It's a pain to keep track of everything, even for me. I end up having to make the character twice--once to pick everything out, and another to go back through all the numbers and make sure. So anything which can get a lot of scaling feats can be sure to be a bit much for a new player.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

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Post by For Valor »

Maxus wrote:
For Valor wrote:Added more classes. All the SRD stuff is in there (please double check my placements), and I'm starting from the top of the Tome Link Repository, working my way down.

Assists would be nice! You've only got to beat a DC of 10, and I'm sure you've all got the Knowledge (Tome) ranks to help me.
Looking at your list...ERGH.

You're ranking classes how? How much skill it takes to play one without slowing down the game and without screwing it up?

WotC Fighter is definitely intermediate. It has a ton of crap options.

I'd...honestly put anything B09S as Intermediate at the least, but that's me not having the patience to deal with all the maneuvers and stances and recharges.

Barbarians and Rogues and Fire Mages (and other energy mages) are good beginner classes to help learn the game and get used to things. Thief-Acrobat would be, too.

Really bonus-heavy stuff, like Frank's Soulborn would likely be Expert. It's a pain to keep track of everything, even for me. I end up having to make the character twice--once to pick everything out, and another to go back through all the numbers and make sure. So anything which can get a lot of scaling feats can be sure to be a bit much for a new player.
Er... I assumed that's what I was doing from the start.

You said something about slowing down play, and lost me... I'm trying to find "beginner" classes, and figured that my OCD CDO would bother me unless I filed away everything.

Note 1: WotC Fighter at Intermediate? What if you hyperfocused (Like the archerarcherarcherarcherarcher kind of focus)?
Note 2: I need to get the Tome of Battle...
Note 3: Thief-Acrobat is beginner, Soulborn is complex.

Done and done!
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Post by Judging__Eagle »

Akula wrote:
Judging__Eagle wrote:The spellcaster who churns out wands and scrolls is making them self more powerful.
In a tome game, the opposite is the case. You get only one item of max level crafted per level, at the point you can churn out at will spell items you will likely have better spells and better stuff to use slots on. And others will have better actions to preform than spam weak offensive spell like a chump.
Even in a Tome Game, you curbstomp Djinni for infinite wands and scrolls. Infinite wands and scrolls. That's as soon as level 7 if you have a Cleric with half a brain.

You can also make infinte amounts of any scroll, if you have the time. Magical items are limited in Book of Gears, not scrolls/wands.

Even with an aggressively literal interpretation of BoG; you can create infinite scrolls of anything you can prepare (a scroll is a "archetypal" version of a spell-completion item; and thus counts as -2 Minium Caster levels). Technically, a wizard can always create scrolls of spells that they can't even cast (yet).

As for "actions wasted like a chump". One person casts Haste, one person casts Blessing, one person casts Recitation (aka Prayer Mk. II). Every other character either casts Divine Power, or Righteous Might on themselves. Taking 1 round to drop multiple, multiple target, buffs below level 7 is hilariously powerful. After that, the casters can focus on casting more useful buffs on themselves, or specific party members (Bite of the Were... line of spells; Imp Invis); or just start summoning colossal 'outsider' centipedes.

I guess that's a bunch of wasted actions. Personally, I saw it more as farming out my character's "buffing" routine, so that the party would see 3+ buffs come all online at the same time, not Blessing, then Recitation, then Haste in round 3. All three, all at the same time.
The benefits of leveraging multiple player actions, and upgrading those actions from 'move' or 'attack' to 'cast spell' or 'use item', is pretty noticable.
You must be shitting me. In a tome game, which is what this conversation is about, "upgrading" from your own actions to the cohort quality or less actions that the wizard can provide you with (at the cost of making your other actions shittier) is not a smart move.
I guess having the Fighter able to cast Heal or Freedom on herself is a bad thing? or having every PC able to cast an Immediate action heal ability at range is a bad idea? How about PCs being able to give themselves all of the immunities that Undead have? or give themselves +6 to all of their saves? Cohort level actions, right?

Most of these cohort level actions are usually performed out of combat; or are not cohort level actions, and are instead actions of a wizard anywhere from 2 to 10 levels higher than your own character. Remember, in the Wish economy, a Scroll of True Ressurection is "cheap as free", and you can actually see someone cast Life to Unlife on themselves, before the game hit level 17.

Of course, casting spells that last for hours is obviously a cohort level action, and no PC would ever want to do that. Ever.


Really, I have no idea what you even meant by your post Akula. I actually find that in many games, my "non-casters" end up contributing much more, and without stealing as much face time, just by casting self immunities/defenses; and group buffs.
Last edited by Judging__Eagle on Sat May 08, 2010 1:01 am, edited 1 time in total.
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Post by ubernoob »

Infinite scroll buffing is retarded because it ruins any sort of baseline expectations for encounters. Only people that want the game to be automatic win against everything ever (named JudgingEagle) want that, and that's why they discuss that. You're better off just ignoring everything everything JE says ever because it all amounts to "I want my character to be better at everything all the time and the rest of the party should stand in awe of how awesome I am."

JE isn't interested in a cooperative game. JE is interested in having fans to see how awesome he is.

The reasonable way to do scrolls and shit is that active spells count against your 8 item limit and you simply can't use anything that a character two levels lower than you could cast with their top slot.

But that's the reasonable way to play a cooperative game, not JE's "Watch me be awesome" bullshit.
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Post by Kaelik »

Yes JE, if you assume that th book of gears doesn't count Scrolls as magical items, WTF? And everyone at level 7 has infinite scrolls of every type, then the best action for a level seven Fighter is to gate in a greater wyrm Prismatic Dragon.

On the other hand, if that's how you play, that's the best action for everyone all the time, and if you don't play with special PC only rules (which I mean, this is you, so of course you do, but for everyone who doesn't cry like a bitch when Int 20 monsters use the same tactics as Int 8 PC Barbarians) that means that everyone else's action is also going to be Gating in a Greater Wyrn Prismatic Dragon, and you can all play cops of robbers over who Gated one first.

On the other hand, you can actually play D&D, and not resort to the bullshit "If you only assume that everyone has infinte scrolls of everything!" defense that makes any discussion of the Tomes with you or Hicks completely motherfucking pointless.
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Post by For Valor »

you kids...
Mask wrote:And for the love of all that is good and unholy, just get a fucking hippogrif mount and pretend its a flying worg.
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