"My general philosophy is that the only balance that really matters in D&D is the inter-class balance between the various PCs in a group. If the group as a whole is very powerful and flexible, the DM can simply up the challenge level and complexity of the encounters. If it's weak and inflexible, the DM can lower the challenge level and complexity. Serious issues arise when the party is composed of some members which are extremely powerful and others which are extremely weak, leading to a situation where the DM has two choices: either make the game too easy for the strong members, or too hard for the weak members. Neither is desirable." - JaronK
This group carries a wide variety of play styles, and while that is a good thing from a role playing perspective, it can be difficult from a DM balance perspective. Suggested by DM's via the web, this simple system is an easy way to add power and balance to weaker classes, while still allowing the powerful classes to retain their strengths. It should be noted that some classes may still get minor tweeks (nerfs) to resolve some lingering issues.
Base classes exist on one of six tiers. The tiers, and their classes, are described below. In order to help balance weaker tiers to more powerful tiers, weaker tiers will have the option of adding gestalt classes to their builds. It is important to note that any gestalt must be reflected in RP. This holds especially true for the Commoner and Aristocrat classes.
Tier 1: No Gestalt option.
Tier 2: No Gestalt option.
Tier 3: Gestalt option with N3 Classes (Aristocrat, Warrior, or Commoner)
Tier 4: Gestalt option with N2 or N3 Classes (Aristocrat, Warrior, Expert, or Commoner)
Tier 5: Gestalt option with N1, N2, N3, T5 and T6 classes
Tier 6: Same as tier 5....but really...WHY ARE YOU PLAYING THESE SAD SAD CLASSES!?!?!?
Gestalt is multiclassing method that, rather than force a player to split levels between two classes, allows him or her to simply combine the best aspects of each class at each level. For example: A Fighter(Healer) would have: Full BAB (Fighter) Strong Fort Save (Both Classes) Weak Refl Save (Both Classes) Strong Will Save (Healer) 4 Skill Points/Level (Healer) A Class skill list that includes all class skills from both classes d10 Hit Dice (Fighter) Light, Medium, Heavy Armor Prof (though healer ethos would still apply) (Fighter) All Shields (Fighter) All Simple & Martial Weapons (Fighter) Bonus Fighter feats at level 1 and every even level (Fighter) Healer healing abilities (Healer) Healer Spells (Healer)
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THE GESTALT: BAB: Pick the better progression Saves: Take the stronger save in each category (Fort, Refl, Will) Skill Points/Level: Take the higher count Class Skills: Combine both lists Class Abilites/Bonus Feats: Combine from both classes with the following exceptions: Uncanny Dodge does not become Imp. Uncanny Dodge until one of the classes specifically allows for it. HD: Use the larger die size Weapon Proficiencies: Combine the best of both classes Armor/Shield Prof: Combine the best of both classes |
| Class Feature | Class 1 | Class 2 | Choice |
| HD | |||
| AB | |||
| Fort Save | |||
| Refl Save | |||
| Will Save | |||
| Skill Pts | |||
| Armor | No Choice Required | ||
| Shield | |||
| Weapons | |||
| Class Skills | |||
| Class Features (L1) | |||
| Class Features (L2) | |||
| Class Features (L3) | |||
| Class Features (L4) | |||
For HD, AB, Saves, and Skill Points, take the better score. For Armor, Shield, Weapon, Class Skills, and class features, take everything from both classes. The result is a hybrid, or Gestalt.
Tier 1: Capable of doing absolutely everything, often better than classes that specialize in that thing. Often capable of solving encounters with a single mechanical ability and little thought from the player. Has world changing powers at high levels. These guys, if played with skill, can easily break a campaign and can be very hard to challenge without extreme DM fiat or plenty of house rules, especially if Tier 3s and below are in the party. | Tier 2: Has as much raw power as the Tier 1 classes, but can't pull off nearly as many tricks, and while the class itself is capable of anything, no one build can actually do nearly as much as the Tier 1 classes. Still potentially campaign smashers by using the right abilities, but at the same time are more predictable and can't always have the right tool for the job. If the Tier 1 classes are countries with 10,000 nuclear weapons in their arsenal, these guys are countries with 10 nukes. Still dangerous and easily world shattering, but not in quite so many ways. Note that the Tier 2 classes are often less flexible than Tier 3 classes... it's just that their incredible potential power overwhelms their lack in flexibility. |
Tier 3: Capable of doing one thing quite well, while still being useful when that one thing is inappropriate, or capable of doing all things, but not as well as classes that specialize in that area. Occasionally has a mechanical ability that can solve an encounter, but this is relatively rare and easy to deal with. Can be game breaking only with specific intent to do so. Challenging such a character takes some thought from the DM, but isn't too difficult. Will outshine any Tier 5s in the party much of the time. | Tier 4: Capable of doing one thing quite well, but often useless when encounters require other areas of expertise, or capable of doing many things to a reasonable degree of competence without truly shining. Rarely has any abilities that can outright handle an encounter unless that encounter plays directly to the class's main strength. DMs may sometimes need to work to make sure Tier 4s can contribute to an encounter, as their abilities may sometimes leave them useless. Won't outshine anyone except Tier 6s except in specific circumstances that play to their strengths. Cannot compete effectively with Tier 1s that are played well. |
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 unless the encounter matches their strengths. 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. | Tier 6: Not even capable of shining in their own area of expertise. DMs will need to work hard to make encounters that this sort of character can contribute in with their mechanical abilities. Will often feel worthless unless the character is seriously power-gamed beyond belief, and even then won't be terribly impressive. Needs to fight enemies of lower than normal CR. Class is often completely un-synergized or with almost no abilities of merit. Avoid allowing PCs to play these characters. |
N1: Adds scalable abilities (casting, initiating, meldshaping, etc.) to a base class. Incapable of standing on its own as a playable class for PC's. Analogous to T4. | N2: Adds potent non-scalable abilities (feats, choice of class skills, etc.) to a base class. Incapable of standing on its own as a playable class for PC's. Analogous to T5. | N3: Adds weak to moderate non-scalable abilities (feats, choice of class skills, etc.) to a base class. Incapable of standing on its own as a playable class for PC's. Analogous to T6 |
Diablo 2
DragonLance Setting
| Winter Campaign | Maji Campaign
|
PHB | CAdv
| H.Horror
MiniHB |
These links are from Zal's post in a previous thread which also describe the system:
Tier System for Base Classes:
http://brilliantgameologists.com/boards/index.php?topic=5293.0
Tier System for PrC's (Not yet implemented)
http://brilliantgameologists.com/boards/index.php?topic=5198.0
Why classes are in their tiers
http://brilliantgameologists.com/boards/index.php?topic=5256.0
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