| Post/Author/DateTime | Post |
|---|---|
| Zephrithes05-03-05, 07:42 PM | Just wanted to know, since I think I have been carrying too much. Another question, what is the most fun class in Basic Game? |
| Shaken, not Stunned05-03-05, 07:52 PM | Pg 163 in the PHB 3.5 has carrying capacity by strength. If you don't have the PHB, the SRD is a summary of the game rules, and I have a link in my sig. Follow the link to the SRD on the main page. |
| The Listener05-03-05, 07:58 PM | In case you are playing 3.0, it's on page 142. If your DM is playing a slightly laid back, more RPish game, Bard would be fun. If you are doing a lot of hacking and slashing, I find it is the most fun to play a Monk. |
| Flushmaster05-04-05, 03:08 AM | Most fun basic class? I assume you mean the classes in the core book, so I'll say wizard. Physically weak, and particularly fragile at lower levels, but the power of arcane magic is great. I don't think arcane casters are overpowered, because their frailty is a big balancing effect; it's a big challenge to stay alive against smart foes, particularly at low levels before you get the big boomies (though most smart foes consider the other members of your aprty more threatening at that point, so it's a little easier, but you should still get a crossbow). Making yourself a major threat and still surviving being a major target is a challenge, and I like challenges. I like the overall versatility of wizards over the increased casting and limited spell selection of sorcerors. I want it all! I've been thinking about clerics a lot lately for some reason...I've never played a cleric, except for one or two little one shot games and a mystic theurge, but that game started at 10th level. I still enjoyed that character though, and the next character I play will be a cleric, so I'll put cleric as a close second. Though I've never actually played a rogue (and the only player that specifically prefers rogues that I've had extensive experience with is a major *****), I'd probably have to call rogue third in my book. They're quite versatile despite their lack of spellcasting (the biggest reason I haven't played one- I want my magic) and I like the concept of being sneaky and subtle. |
| Callista05-04-05, 07:36 AM | The most fun basic class? That's really a matter of opinion. I'll just list the classes and their strengths and weaknesses (in my opinion--you'll find out everyone has different ideas about them): Barbarian: Best damage in low levels, and the highest hit points. You can Rage and push your strength and constitution up further; but combat will be fairly straightforward, since the Barbarian class is less flexible than other combat classes (no extra feats). You can't be Lawful. Bard: A Bard is a diplomat and buffer, based on Charisma. Your HP, attack bonus, and saves are OK, but not great. You also get spells, which are generally good for party support purposes. Your bardic music can strengthen the other members of your party. The Bard really shines in situations requiring diplomacy and bluff; if you build things right, you can easily talk anyone into anything by 6th level--or sooner. You can't be Lawful. Cleric: A healer is essential for any party, and the Cleric is the best class for this purpose. You also get spells which aren't flashy, but are definitely useful, besides healing spells. Buff spells are another of a Cleric's strengths--you increase your and other people's strength in combat. And, speaking of combat, a Cleric is decent at that, too, with a decent attack bonus.. Clerics can wear armor without disrupting spells. If you focus on fighting undead, a Cleric is the best at it; or, if you want to become a necromancer, a Cleric is great at that too. A Cleric's connection to his deity is a source of both useful connections (temples and such) and restrictions: You have to act as your deity would wish you to, or you may find yourself not being granted spells. Druid: Druids are good in the wilderness, or with anything that has to do with nature. Early on, they are good spellcasters--nowhere near as flashy as the sorcerer or wizard spells; but definitely useful. A Druid's spell list includes a little of everything. Later on, a Druid gets the capability to wild-shape; with his buff spells, becomes quite good at combat. Better Hit Dice than any other spellcaster also helps. However, being in wildshape has limitations: You lose the use of your equipment (except for specially enchanted items) and cannot (without the proper feats) speak or cast spells. A Druid must maintain a devotion to nature and neutrality. Fighter: Fighters are the most flexible of the combat classes. With the many feats they get and their good attack bonus, you can turn a Fighter into any sort of warrior you wish, from an archer to a swashbuckler or someone who just wades in and bashes people with a club. Choose your feats carefully; they are your greatest strength. Monk: Best saves. You can withstand almost anything--except, because of your need not to wear heavy armor and your moderate hit points, don't try to stay in extended front-line combat. As a Monk, you are very mobile: High speed and the Tumble skill can get you anywhere you want to be, and fast. As you get higher in level, you acquire a few quasi-magical powers which help you in various situations. To remain a Monk, you have to remain disciplined (Lawful alignment). Paladin: Because of the alignment restriction, Paladins are not recommended for newbies. Great for mounted combat against evil creatures. Your strength is in fighting against anything with an evil alignment, especially undead, demons, and devils--and you're not bad against dragons, either, since the immunity to fear you get at 3rd level is good against their fearful presence ability. Your saves will be good, since you add your Charisma bonus to them fairly early as well. And, speaking of Charisma, the Paladin's class skills allow for good diplomacy. At 4th level, you become a spellcaster as well, with limited but useful spells. The Paladin's mount is also quite useful; combined with the Smite Evil class ability, a mounted charge can be devastating. The Paladin's alignment restriction is the most strict of the core classes; he must remain Lawful Good and cannot adventure with evil creatures. A suggestion for anyone who plays a Paladin: Write down your code of conduct, so that you can more easily determine what is and is not against it. A Ranger is the combat-oriented version of the Druid. Your strengths in combat are a large number of attacks (either via two-weapon fighting or archery) and your Favored Enemy bonuses. Eventually, you also have a small number of spells which help you to get around in the wilderness. Rangers also make good scouts and trackers. The Rogue is the most flexible of all the classes. Your skills (and your huge amount of skill points) are your strength. Depending on what skills you choose, the Rogue can be good at almost anything (except, thanks to a low hit die and no heavy armor proficiency, extended melee combat). You can become a diplomat; you can train up your skills with traps and locks; you can, via the Use Magic Device, even become a sort of spellcaster. Rogues make good scouts. In combat, rogues deal damage through surprise: Sneak attack dice add to your usual (probably low) damage, making you a good damage-dealer if you can flank, out-bluff (via Feint), or surprise your foes. However, against things which are immune to sneak attacks, you will be nearly useless. Sorcerers are spellcasters with a lot of spells per day, but a very narrow spell selection: You won't know a lot of spells, but you can cast them often. Sorcerers are good damage-dealers in late levels; but in the early levels, thanks to their low hit points, they are difficult to keep alive and will generally need protection from both a Mage Armor/Shield spell and a comrade watching out for them. They also cannot use armor, as it impedes their spells; and their attack bonus is bad. In levels 10+, though, this state of affairs flip-flops, as the sorcerer's spells become more powerful than a fighter's damage. Do not attempt to go into melee combat with a sorcerer; it doesn't work. With a high Charisma, Sorcerers make good diplomats. Wizards are spellcasters with the same problems as sorcerers: No armor, low hit points, and weak in the early levels. However, unlike sorcerers, the Wizard has a wide spell selection. He can't cast as many spells a day as a sorcerer, though, so his chief strength is in flexibility, not firepower. Rather than Charisma, a Wizard's casting stat is Intelligence; and with high Intelligence comes the capability to put points in Knowledge skills--so if the party needs to know something, the Wizard is the most likely to be able to figure it out. Like the sorcerer, wizards are weak at low levels (even more so, actually, because they can't cast as many spells) but really increase in power at high levels. |
| Draco Strang05-04-05, 09:54 AM | Dammit, Callista and Flush pretty much defeated the purpose of me making a useful contribution. Lemme try anyway: If you're fresh off the Basic game and ready to get into "real" D&D, then I advise you make a standard human fighter with a longsword and heavy steel shield. Everyone should play this character first, as it's the staple of fantasy. Pretty easy to play, and you can build the character as he progresses in levels with all those feats. You have a lot of different options to pursue with this one. I like rogues a lot, but again, being new will hinder your understanding of their special abilities. Best to wait until you've got a campaign under your belt before you branch out and play a skill monkey like the rogue. Monks are a favorite of mine, because of their sheer coolness. Massive unarmed damage at later levels, coupled with an absolutely obscene speed (take the Run feat, your party will call you The Flash) and awesome saves make for a neat combat character. Flurry of Blows and Stunning Fist allow you to team up with a fighter or rogue and just go to town on the opposition. Wizards/Sorcerers are a lot of fun too, but again, magic is pretty high-end, and can get confusing. Wait until you have a pretty solid understanding of the magic system and the game in general before trying one. Clerics/Druids are casters as well. My advice is to wait a campaign before saddling yourself with the burden of learning how to do magic. Paladins are hard to play from an RP standpoint, due to that pesky code of conduct. They've got some good abilities and solid combat strength though, along with some casting. They're a good fighter/cleric hybrid. Maybe this could be fun for you? Rangers shake out with the paladin, though they don't have to be lawful good. Again, best BAB in the game, good saves, and some casting. Another good hybrid class. Barbarians are damage freaks. Once you understand the mechanics of how a rage works (and it's not hard) then it's even simpler to play than a fighter. Again, not very flexibile, but this could be a good 1st character too. Bards? If you've a large party, play a bard. If not, then don't. Alright, I chipped in. Hope I helped. Good luck man. Oh...crap, forgot your original question: For D&D Basic, I'm not sure if carrying capacity is listed. I would say just don't worry about it until you get into the real game. Have fun man! |
| Planar Wanderer05-04-05, 12:53 PM | Or did you mean the basic game (http://www.wizards.com/default.asp?x=products/dndacc/966470000) in which case the selection is more limited, personally if its got magic I'll like it but other people are more picky |
| m15a05-04-05, 01:37 PM | i'm pretty sure the OP meant the "basic game" since the poster wrote it "Basic Game". unfortunately, though i have it, i haven't taken much time to look at it, so i can't tell if there are specific issues. i would assume there really isn't a clearly most fun class, especially if you're playing the basic game. for me, i'd say rogue is the most fun because you get to investigate things (scout ahead), and you're right in the middle of solving puzzles (traps, secret doors, etc.). |