Wizard (D&D balance)

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

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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 20 Points
Spells
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
Arcane spells Sorcerer 8
Combat Ability
Per point of base attack bonus at level 4 2
Hit Dice
Per point of average dire roll (rounded down) 2
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 collumn; entries with a wide selection count twice 1
Familiar/Companion/Special Mount Paladin 1