Class Balance (D&D class)

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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.

Spells
Minor Spell ability: Maximum spell level 4 or one level of magic per 2 levels 1
Moderate spell ability: Maximum of spell level 6 or 2 levels of magic use per 3 levels 2
Major spell ability: Maximum spell level 9 3
Major spell list (Cleric, Wizard): Access to many spells and to the most important spells, such as miracle and wish. 1
Arcane spells x3
Combat Ability
Per point of base attack bonus at level 4 1
Proficiency with all martial weapons 1
Armor class
Each armor proficiency (light, medium, heavy, shield) 1
Attribute-based armor bonus (like monks) 1
Level-based armor bonus (like monks] 1
No more than two armor proficiencies, and loses no class abilities when wearing armor 1
Hit Dice
Per point of average dire 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
1 ability/feat per 5 levels 1
1 ability/feat per 3 levels 2
1 ability/feat per 2 levels 3
1 ability/feat per level 6
Turn undead 1
Clerical domains 1
Familiar/Companion/Special Mount 1
Bardic Lore 1
Bardic Music 2
Wild Shape 3
Evasion + Improved Evasion 1
Uncanny Dodge 1
Monk movement bonus (lesser movement bonuses just count as class abilities) 1
Monk unarmed damage progression 1
Flurry of Blows (not recommended with full base attack) 1
Favored enemy 1