Difference between revisions of "Class Balance (D&D class)"

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Revision as of 14:09, 21 March 2007

This article is imported from the Hastur wiki. See the import log for details. Warnings:

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Unofficial rules compendium

The following system is a rough guide to balance between the classes. Each class ability costs one or more points, with typical classes ending up at 20 or 21 points. The system is highly subjective, and does not include synergy effects.

Ability Example Classes Points
Spells
Minor Spell ability: Maximum spell level 4 or one level of magic per 2 levels Hexblade, paladin 1
Moderate spell ability: Maximum of spell level 6 or 2 levels of magic use per 3 levels Bard 2
Major spell ability: Maximum spell level 9 Druid 3
Major spell list: Access to many spells and to the most important spells, such as miracle and wish. Cleric, wizard 1
Major offensive spells Arcane magic x3
Combat Ability
Per point of base attack bonus at level 4 1
Proficiency with all martial weapons Fighter 1
Armor class
Each armor proficiency (light, medium, heavy, shield, tower shield) 1
Attribute-based armor bonus Monk 1
Level-based armor bonus Monk, Swashbuckler 1
No more than two armor proficiencies, and loses no class abilities when wearing armor Suggenja 1
Severe armor limitations Druid -1
Hit Dice
Per point of average die roll (rounded down) 1
Saving Throws
Each good saving throw category (Fortitude, Reflex, Will) 1
Skill Points
Every 2 skill points per level 1
Bonus Feats and Class Abilities
Every 5 entries in the Special column not covered elsewhere; extra-powerful entries (sneak attack) count twice 1
Turn undead Cleric, Paladin 1
Clerical domains Cleric 1
Familiar/Companion/Special Mount Druid, Paladin 1
Lay on hands Paladin 1
Increased unarmed damage Monk 1
Great speed bonus Monk 1
Bardic knowledge Bard 1