Author Topic: Tier System for Classes  (Read 620572 times)

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JaronK

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Re: Tier System for Classes
« Reply #160 on: September 10, 2008, 03:01:40 AM »
It's funny how many people want the Rogue to go up a level, yet Rogues are clearly not nearly as strong as Beguilers or Factotums.

  I actually like how clear the skillmonkeys are in the placement.  Experts are the lowest skillmonkeys... remember, they can UMD just as well as Rogues can, and can use Iajuitsu Focus to get up to 9d6 extra damage, just 1d6 shy of a Rogue.  Plus they can use Autohypnosis.  However, like Rogues they only really shine if they can make good use of UMD... not always the case in all games (not all games have magic marts).  Plus with fewer skill points, they're clearly one step down.  And of course other than Iajuitsu Focus they're not exactly spectacular in combat.

  Next up is the Rogue.  8+Int skill points, UMD and Diplomacy access, sneak attack.  Sneak attack is fun and all, but let's face it, an extra 35 damage at level 20 isn't exactly impressive, and there's an awful lot of foes who are either immune to such damage, hard to sneak attack, or who would simply squish the d6 HD light armour MAD class if the Rogue dared to actually attack.  This gets more and more true at higher levels.  And yes, you can in theory get items that let you sneak attack certain enemies... maybe.  Whether you can use Swift Action spells out of wands as less than a standard action is still debatable (the Rules Compendium may have overridden the DMG rules, or it may have just restated one part and not the other.  It's hardly clear).  Whether the DM in your game will make such wands available in sufficient quantities is another issue.  Whether you get to know your enemies in advance enough to know which wands to get is likewise a question.  And whether, after all that, the vampire you just sneak attacked just turns around and squishes you is yet another issue to consider.  In the end, Rogues are a nice solid skillmonkey class with some combat potencial, but hardly top material.  And this is coming from someone who's first love was Rogues.  Heck, in Everquest I played a Rogue.  In Oblivion I was a sneaky stealthy archer.  In Shadowrun I was a stealthy sniper.  But I do know their weaknesses, and they certainly have them.   Plus there's the whole "spells trump skills" issue.  Nice Open Lock you have... but the door is Arcane Locked.  That's okay, the Wizard has Knock.

The scout is somewhere near the Rogue, but I have less experience there, so I'll keep commentary to a minimum on that one.

So then we move up a Tier, to Beguilers and Factotums.  Both have spell access... the Beguiler has 9th level spells off a more limited list (but look, Timestop!  Mirror Image!  Glitterdust!), and the Factotum has the ability to cast Polymorph and Alter Self as spell like abilities.  Plus, the Factotum can rock the Iajuitsu Focus and other bizarre skills if he wants.  I mean really, Rogues are fun, but they're very clearly not at this level... not by a long shot.  Optimize a Beguiler and you get Beguiler 14/Mindbender 1/Shadowcraft Mage 5.  Let's see the Rogue build that gets anywhere near this.  Optimize a Factotum and you get, well, Factotum 20 with lots of Fonts of Inspiration using FAR too many standard actions per round.

And the top level skill monkeys?  Cloistered Cleric and Artificer.  Clearly on top.

So, I know a lot of people want Rogues to go up a Tier, but I really don't think it's justified.  Do they really think Rogues and Scouts belong with Factotums and Beguilers?  Really?

Now, there are other classes I'm thinking of moving.  Psionic Warriors to Tier 3 (some very good arguements were made in that direction).  Duskblades to Tier 4 (they're on the low edge of 3).  Hexblades to Tier 5 (they're on the low edge of Tier 4, but I have a tough time putting a class with Alter Self and Diplomacy in Tier 5).  But Rogues?  I'm just not seeing it.

JaronK

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Re: Tier System for Classes
« Reply #161 on: September 10, 2008, 03:46:03 AM »
I have to agree.
 
I know advocates of bumping the Rogue up a tier (I have seen some suggest it be tier 2!) Like to tout the 'potion throwing rogue' or many, MANY items useable threw UMD... but I just have a problem with them assuming that they will always have acsess to all the items they need to make this happen at any time.
 
A beguiler always had it's spell, period. A Rogue will not always be able to get any equpment it wants whenever it wants.
 
Maybe some people play in games that run that way... where anything that exists in the books is always easily avalible no problem... but *I* have never played in a game like that nor run one.
« Last Edit: September 10, 2008, 06:40:13 PM by Shadowhowler »

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Re: Tier System for Classes
« Reply #162 on: September 10, 2008, 04:21:02 PM »
It's funny how many people want the Rogue to go up a level, yet Rogues are clearly not nearly as strong as Beguilers or Factotums.

  I actually like how clear the skillmonkeys are in the placement.  Experts are the lowest skillmonkeys... remember, they can UMD just as well as Rogues can, and can use Iajuitsu Focus to get up to 9d6 extra damage, just 1d6 shy of a Rogue.  Plus they can use Autohypnosis.  However, like Rogues they only really shine if they can make good use of UMD... not always the case in all games (not all games have magic marts).  Plus with fewer skill points, they're clearly one step down.  And of course other than Iajuitsu Focus they're not exactly spectacular in combat.

  Next up is the Rogue.  8+Int skill points, UMD and Diplomacy access, sneak attack.  Sneak attack is fun and all, but let's face it, an extra 35 damage at level 20 isn't exactly impressive, and there's an awful lot of foes who are either immune to such damage, hard to sneak attack, or who would simply squish the d6 HD light armour MAD class if the Rogue dared to actually attack.  This gets more and more true at higher levels.  And yes, you can in theory get items that let you sneak attack certain enemies... maybe.  Whether you can use Swift Action spells out of wands as less than a standard action is still debatable (the Rules Compendium may have overridden the DMG rules, or it may have just restated one part and not the other.  It's hardly clear).  Whether the DM in your game will make such wands available in sufficient quantities is another issue.  Whether you get to know your enemies in advance enough to know which wands to get is likewise a question.  And whether, after all that, the vampire you just sneak attacked just turns around and squishes you is yet another issue to consider.  In the end, Rogues are a nice solid skillmonkey class with some combat potencial, but hardly top material.  And this is coming from someone who's first love was Rogues.  Heck, in Everquest I played a Rogue.  In Oblivion I was a sneaky stealthy archer.  In Shadowrun I was a stealthy sniper.  But I do know their weaknesses, and they certainly have them.   Plus there's the whole "spells trump skills" issue.  Nice Open Lock you have... but the door is Arcane Locked.  That's okay, the Wizard has Knock.

The scout is somewhere near the Rogue, but I have less experience there, so I'll keep commentary to a minimum on that one.

So then we move up a Tier, to Beguilers and Factotums.  Both have spell access... the Beguiler has 9th level spells off a more limited list (but look, Timestop!  Mirror Image!  Glitterdust!), and the Factotum has the ability to cast Polymorph and Alter Self as spell like abilities.  Plus, the Factotum can rock the Iajuitsu Focus and other bizarre skills if he wants.  I mean really, Rogues are fun, but they're very clearly not at this level... not by a long shot.  Optimize a Beguiler and you get Beguiler 14/Mindbender 1/Shadowcraft Mage 5.  Let's see the Rogue build that gets anywhere near this.  Optimize a Factotum and you get, well, Factotum 20 with lots of Fonts of Inspiration using FAR too many standard actions per round.

And the top level skill monkeys?  Cloistered Cleric and Artificer.  Clearly on top.

So, I know a lot of people want Rogues to go up a Tier, but I really don't think it's justified.  Do they really think Rogues and Scouts belong with Factotums and Beguilers?  Really?

Now, there are other classes I'm thinking of moving.  Psionic Warriors to Tier 3 (some very good arguements were made in that direction).  Duskblades to Tier 4 (they're on the low edge of 3).  Hexblades to Tier 5 (they're on the low edge of Tier 4, but I have a tough time putting a class with Alter Self and Diplomacy in Tier 5).  But Rogues?  I'm just not seeing it.

JaronK
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Re: Tier System for Classes
« Reply #163 on: September 10, 2008, 05:29:12 PM »
Well, let's see what he says. It might help if you (Jaron) went to the Gamer's Den to discuss it directly.

Edit: Well I honestly don't know what to say to that.
« Last Edit: September 10, 2008, 07:05:50 PM by Sunic_Flames »
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Re: Tier System for Classes
« Reply #164 on: September 11, 2008, 07:29:20 PM »
... Gamer's Den ...
I hadn't been able to find that site, 'til just yesterday. Me 'n interwebs don't mix good.
So I read Frank's response. OK.
Without, getting into Rogue/Beguiler debate; because I don't have access to Beguiler,
he raises a good point about the climb from 1st to 20th level.

Power levels at 15th are rather different than 20th.
Same about 5th level, and 10th level.
Easy points to hang an arguement on: 5th level, 10th level, and 15th level.
5th beats the Leadership feat pick by a level, and you can't automatically say a Fighter-type totally sucks at that level.
{ ... this is not to say a straight Fighter doesn't suck at exactly 5th level, it does ... }

I'll stick a noodle out for Recharge Psionics here.
Between 10th level and 15th level, a recharge Psion or Eruidte is gonna rule, period.
Same can be said of a recharge PsyWar around the same levels, it has the extra feat slots to support it.
Ur-Priest is a "come from behind" pick at 15th level.

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Re: Tier System for Classes
« Reply #165 on: September 11, 2008, 08:46:47 PM »
I think hexblades are a solid tier 4 class. They get undervalued a bit because their signature ability, the hexblade curse, sucks by itself.

Hexblades get nice saves vs magic to start and it synergizes nicely with mettle. the dark companion is a easy way to debuff a foe and it stacks with other debuffs. Hexblades can get the toughest familiars in the game thanks to their d10 hit dice and full BAB and hexblades have plenty of buffs and defensive spells that they can share with familiars. Improved familiar becomes a feat that every hexblade should strongly consider. Aura of unluck is a basically swift blur, which would normally be a 6th level spell slot.

Hexblades have a decent set of class skills like all the social skills (diplomacy, bluff, intimate), spellcraft, concentration, knowledge (arcana), and ride. Too bade the hexblade doesn't have enough skill points to take advantage of a lot of these skills (if I was redesigning the hexblade I'd give it d8 hit dice and 4 skill points/level).

Hexblades have a pretty nice spell list even though their spells can only be cast on a limited basis. Plenty of gish staples like alter self, polymorph, greater magic weapon, enervation, and mirror image are on their spell list as well as some good utility spells like invisibility and glitterdust. Even though they only can cast these spells a few times a day it doesn't stop them from using wands, scrolls, and other items of these spells and it lets them qualify for feats that other warrior classes normally wouldn't qualify for like minor shapeshift.

The hexblade isn't uber and does have flaws mostly related to bad game and class design but when you compare it to the tier 5 warrior classes like fighter, swashbuckler, and monk, it's obvious that the hexblade is a step above those classes.

JaronK

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Re: Tier System for Classes
« Reply #166 on: September 11, 2008, 09:24:37 PM »
Yeah, well that's the thing.  Most of the time, Hexblades are clearly above Tier 5, yet they're also pretty darn low in Tier 4.  So, I put them as Tier 4, but I could see pretty good arguements that they're Tier 5 (but high Tier 5).  Same deal with Duskblades, except up one tier.

I should mention that this whole system assumes most gameplay will be between levels 6 and 15, with the second most being 1-5 and the least being 16-20, and is balanced accordingly, with greater weight in the levels where I think more people play.  Otherwise the Healer would be higher (gate at 18!), for example.

But yeah, I think anyone who wants to debate the system should post here, since this is where it's posted to begin with!

JaronK

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Re: Tier System for Classes
« Reply #167 on: September 11, 2008, 11:43:26 PM »
Maybe the solution is adding a few more tiers, maybe going from 6 tiers to 8 or 10 tiers.

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Re: Tier System for Classes
« Reply #168 on: September 12, 2008, 12:13:27 AM »
Maybe the solution is adding a few more tiers, maybe going from 6 tiers to 8 or 10 tiers.

You're always going to end up with some kind of continuum though, and too finely gradated, it ceases to be as generally applicable.


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JaronK

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Re: Tier System for Classes
« Reply #169 on: September 12, 2008, 01:11:00 AM »
Well, there's really only a few on the border.  Most of them are pretty set.  Tier 1 is very distinct (though some have pushed for the Erudite in Tier 1, but I simply lack experience with psionics so I can't say) and it's a huge step up from Tier 2.  Tier 2 is also a pretty big step from Tier 3.  It only starts to get a little muddy there, with a few that hover between 3&4, and a few that hover between 4&5, but even still it's pretty distinct.  So overall, I think 6 Tiers is pretty darn accurate (though admittedly having the Warrior and Samurai in the same Tier is a little weird, as the Samurai is clearly superior.  Still, I don't want a whole Tier just for him).

Overall, I think the purpose is served... it tells you what classes are "close enough" balanced against what other classes.  It's not for saying what class is "better" or something, as that's not the point.  As such, it doesn't need to be perfectly ranked.

JaronK


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Re: Tier System for Classes
« Reply #170 on: September 12, 2008, 03:51:11 AM »
As I mentioned a few pages ago, I think this is a great resource, though I'm very hesitant about judging its real applicability, given that weight is given to levels 6-15, which are also levels when players frequently take PrC's.  I'd almost prefer to see weight given to levels 1-6, when everyone has to play a base class. 

In games that I run, the character level is generally in the levels 1-8 range, and therefore prestige classes with front-loaded class features (Shadow Adept, Assassin, etc) tend to be more popular.  Then again, my game's tiers are completely out of whack...I think the largest group I'm GMing currently has three Tier 1s (Wizard, druid and cleric), a tier 3 (warblade), a tier 4 (rogue), two tier 5s (monk, fighter), and a tier 6 (aristocrat).  Overall, the wizard tends to have the largest effect on combat, while the rest of the party contributes about equally (the aristocrat player is a diplomancer, so she "wins" fights for the party fairly often). 

JaronK

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Re: Tier System for Classes
« Reply #171 on: September 12, 2008, 04:40:45 AM »
As I mentioned a few pages ago, I think this is a great resource, though I'm very hesitant about judging its real applicability, given that weight is given to levels 6-15, which are also levels when players frequently take PrC's.  I'd almost prefer to see weight given to levels 1-6, when everyone has to play a base class. 

I was actually factoring that in.  A Wizard 5/Arcane PrC 5 is still a Wizard build in my mind, for example, and really the power tiers are maintained so long as you optimize equally.  So, an Illusionist 8/Shadowcraft Mage 5 is Tier 1 if you've also got a Beguiler 8/Shadowcraft Mage 5 in the Tier 3 slot and a Fighter 6/Barbarian 2/Frenzied Bererker 5 in the Tier 4/5 slot. 

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Re: Tier System for Classes
« Reply #172 on: September 17, 2008, 08:30:20 AM »
So, unless anyone objects, I'm thinking of moving the Psychic Warrior to Tier 3 (some very good arguements were made), and inserting the Paladin as Tier 4... I'm rather torn though, as I want the Paladin in there (it's the only base class I lack), but I'm not sure if he should be Tier 4 or 5.

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Re: Tier System for Classes
« Reply #173 on: September 17, 2008, 10:27:41 AM »
5. Normally, being able to do a few things besides fight would be 4 material. Extreme MAD ruins that. So does the code, which by RAW randomly makes you a Fighter sans bonus feats which is definitely Tier 6.
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Re: Tier System for Classes
« Reply #174 on: September 17, 2008, 02:15:18 PM »
Well, there's really only a few on the border.  Most of them are pretty set.  Tier 1 is very distinct (though some have pushed for the Erudite in Tier 1, but I simply lack experience with psionics so I can't say) and it's a huge step up from Tier 2.  Tier 2 is also a pretty big step from Tier 3.  It only starts to get a little muddy there, with a few that hover between 3&4, and a few that hover between 4&5, but even still it's pretty distinct.  So overall, I think 6 Tiers is pretty darn accurate (though admittedly having the Warrior and Samurai in the same Tier is a little weird, as the Samurai is clearly superior.  Still, I don't want a whole Tier just for him).

Overall, I think the purpose is served... it tells you what classes are "close enough" balanced against what other classes.  It's not for saying what class is "better" or something, as that's not the point.  As such, it doesn't need to be perfectly ranked.

JaronK



Jaron, no offense, but do you really think having access to any 9th level power, and 8th level and lower spell or power, and the ability to cast 6 spells/powers in one turn, every round, until you run out of points, is anywhere near what a Tier 2 class should be doing?

I've seen your nerfs to casters. Erudite has many options availble to them if you allow the right sources (Mind's Eye alone makes them Tier 1-worthy, Complete Mage just breaks it). The class is Grade A material if even remotely optimized, and can quickly outpace the Psion due to sheer powers known+Linked Power.


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JaronK

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Re: Tier System for Classes
« Reply #175 on: September 17, 2008, 03:41:18 PM »
Jaron, no offense, but do you really think having access to any 9th level power, and 8th level and lower spell or power, and the ability to cast 6 spells/powers in one turn, every round, until you run out of points, is anywhere near what a Tier 2 class should be doing?

I've seen your nerfs to casters. Erudite has many options availble to them if you allow the right sources (Mind's Eye alone makes them Tier 1-worthy, Complete Mage just breaks it). The class is Grade A material if even remotely optimized, and can quickly outpace the Psion due to sheer powers known+Linked Power.

I'm not sure what you're saying.  Is it that Erudites should be Tier 1?  If so, that may be true, I'm just wholy unfamiliar with the class, and that's why it's not in the system anywhere yet.

@Sunic:  Yeah, Paladins have some flexibility, but I'm not sure whether they're "capable of doing many things to a reasonable degree of competance without truly shining" or "so unfocused that they have trouble mastering anything."  Both are basically true.  And yes, the code can make you a Fighter without feats, but I'm assuming here that any Paladin will be roleplayed in such a way that this doesn't happen.  So, I'm sure Paladins belong in one of those two tiers, I'm just not certain as to which.  The MAD issue is a big one for them, as is the fact that they don't actually have that many useful melee abilities (when melee is supposed to be a strength for them).  Hmm.

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Re: Tier System for Classes
« Reply #176 on: September 17, 2008, 05:28:42 PM »
Mainly the code is an issue because even best case means you'll get kicked eventually. It will just take longer. Simple rules don't work in a complex world, even when the D&D world is clearly simpler than the real one. In other words it doesn't happen unless the DM specifically, and constantly coddles them to prevent them from hurting themselves which means changing the whole world around.

Quote
Tier 5: Capable of doing only one thing, and not necessarily all that well, or so unfocused that they have trouble mastering anything, and in many types of encounters the character cannot contribute. In some cases, can do one thing very well, but that one thing is very often not needed. Has trouble shining in any encounter. DMs may have to work to avoid the player feeling that their character is worthless unless the entire party is Tier 4 and below. Characters in this tier will often feel like one trick ponies if they do well, or just feel like they have no tricks at all if they build the class poorly.

Sounds pretty accurate. Paladins pre fall could be argued to be Tier 6, were they not clearly superior to the post fall Paladin who definitely is Tier 6.
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Re: Tier System for Classes
« Reply #177 on: September 17, 2008, 06:22:52 PM »
Jaron, no offense, but do you really think having access to any 9th level power, and 8th level and lower spell or power, and the ability to cast 6 spells/powers in one turn, every round, until you run out of points, is anywhere near what a Tier 2 class should be doing?

I've seen your nerfs to casters. Erudite has many options availble to them if you allow the right sources (Mind's Eye alone makes them Tier 1-worthy, Complete Mage just breaks it). The class is Grade A material if even remotely optimized, and can quickly outpace the Psion due to sheer powers known+Linked Power.

I'm not sure what you're saying.  Is it that Erudites should be Tier 1?  If so, that may be true, I'm just wholy unfamiliar with the class, and that's why it's not in the system anywhere yet.

@Sunic:  Yeah, Paladins have some flexibility, but I'm not sure whether they're "capable of doing many things to a reasonable degree of competance without truly shining" or "so unfocused that they have trouble mastering anything."  Both are basically true.  And yes, the code can make you a Fighter without feats, but I'm assuming here that any Paladin will be roleplayed in such a way that this doesn't happen.  So, I'm sure Paladins belong in one of those two tiers, I'm just not certain as to which.  The MAD issue is a big one for them, as is the fact that they don't actually have that many useful melee abilities (when melee is supposed to be a strength for them).  Hmm.

JaronK

JaronK

Well, we'll be seeing a bit of them in Skies, and you may wish to play one yourself IRL to get an idea. But they are very capable if you look at the numbers alone.


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Re: Tier System for Classes
« Reply #178 on: September 17, 2008, 07:56:42 PM »
Jaron, no offense, but do you really think having access to any 9th level power, and 8th level and lower spell or power, and the ability to cast 6 spells/powers in one turn, every round, until you run out of points, is anywhere near what a Tier 2 class should be doing?

I've seen your nerfs to casters. Erudite has many options availble to them if you allow the right sources (Mind's Eye alone makes them Tier 1-worthy, Complete Mage just breaks it). The class is Grade A material if even remotely optimized, and can quickly outpace the Psion due to sheer powers known+Linked Power.

Two quick questions: What's this about 6 spells/powers in one turn?

Also, is Mind's Eye, being made primarily for the 3.0 version of Psionics, considered compatible with the XPH version? If you ignore the mention of attack/defense modes, it seems like it should work, but I was under the impression that they weren't used anyway.

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Re: Tier System for Classes
« Reply #179 on: September 17, 2008, 09:05:39 PM »
The Erudite was republished for 3.5. Also, Mind's Eye published a great deal of their material for 3.5, more than was available for 3.0, I believe.
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