RR Class Tierlist

So, somebody on the Discord, in the context of discussing the BAO preview classes, brought up the topic of classes for NPCs/worldbuilding vs. PC play. I started to reply, but the realized I had lots of thoughts. So I made this.

Pedantic’s 100% unbiased and objective (/jk) Class Tierlist! (Note: tiers are relative, not absolute)

Core Classes:

Fighter: A. Not the best at any particular way of fighting (look to the AXIOMS Greek supplement for options there), but very good at all of them. Nice for players who want to switch-hit, and S+++ for newbies who don’t know what they like and are intimidated by the size of the rulebook.
Explorer: S-. Evasion class power, plus Awareness and Alertness, means you can basically ignore wilderness monster encounters. Given that these can rip level 1 parties apart, the Explorer is a borderline must-pick. Falls off at higher levels when you have the muscle to fight through those encounters, though. As a d6 Medium Armor class, you want to be at range, but you don’t have Precise Shooting by default, and you can only have fighter damage bonus to melee or missile, not both. Rather annoying if you don’t roll the right template. As Helgeran rightly points out, I was wrong about this. You get both damage bonii.

Thief: C. You die if sneezed on. You have 4 hp and most traps do at least 1d6. You’re not even that good at sneaking at level 1. But if you stick it out, and you will level fast, you become quite dangerous. Overall lacks focus; does all the thiefy things on one character at the cost of survivability.

Crusader: B+. Heavy armor and d6, but no spears means you have to tank. You can heal, but it requires starting next to the target and pre-declaring it. Useful utility kit of divine spells, plus Rebuke, godly when needed.

Mage: D. 4hp and 0 AC. And one spell, with 2,500xp to level. Yeah, slumber can be an insta-win, but, boy, in a lot of encounters you will be doing nothing but Defending or throwing darts. Amazing at any advanced start option, at least B+.

Venturer: S-. You need Mercantile Network, and Bargaining is very nice. On top of that, you’ve got d6 with Medium armor, an excellent selection of weapons, Bribery, Treachery, Diplomacy, and will pick up more as you level. Dropping to A+ with the release of other classes with Mercantile Network.

Campaign Classes

Assasin: A. Unlike the Thief, the Assasin knows what he wants to be. And that is a maniac with a Polearm and a trail of dead bodies.

Barbarian. A-. Medium Armor, d8, and Savage Resilence makes a thematic and survivable frontliner. Stealth only works in all-stealthy groups, but suprise and evasion bonii are good everywhere. Moves to A if Jutland in nautical campaign, A+ if Skysos in exclusively aboveground non-city campaign (kite!).

Bard: C? Templates really drag this one down, as Precise Shooting is the common-sense pick for an F2 HD0 class. Jack of All Trades lets you fill a needed slot in the party (cough Evasion cough), but you could just play those classes. Inspired Courage is good but takes setup. Not entirely coherent, not sure who it is for. Never played with one, though.

Bladedancer: B+. Okay, Magical Realm joke goes here. With that out of the way, this is a well-built (ohfudgeno), uh, well-designed class. Polearm proficency (joke here) lets you hide in the back while dealing good damage, minimizing the low-level danger of Light Armor and d6. At higher levels, switch to double swords and murderblender. Full divine casting gives lots of things to do at high levels even if, for some reason, you don’t want to move from warrior-princess to warrior-queen. I may joke about the, uh, purient interest, but the Bladedancer is a great example of how to make a custom cleric, and ACKS is stronger for her inclusion. Now if ony the picture next to her introduction was something I could show girls without fear…

Paladin: A+. The Paladin is an excellent example of a Fighter with a clear career plan. He technically has ranged options, but not much. He can combat heal without pre-declaring and after moving, and he kills evil real good.

Priestess: D. D is for Drakima, RIP. Combat heals means you need to not also go down. And double-divine is just… not great. Useful toolbox of spells, and solid out-of-combat heals. Better as an NPC hench.

Shaman: C. You start with d6 and Light Armor, with mediocre weapons choices and one spell Some good class powers pull it up, but… why? Props to Helgeran for reminding me they aren’t studious (you can tell I don’t play Shamans…)

Warlock: F. Oh, the top-end class powers are great, insane even (summoned demons don’t try to screw you? Indefinite control undead?), but. Well. Randomly go insane, be hated by all Lawful and Neutral people, can’t recover spells… yeah, some of the drawbacks aren’t to bad, but who wants to invest time and effort to lose it all to that? Not me, and it’s my tierlist. Also, shares all the problems of the Mage. This is an NPC villain class.

Witch: F+. I don’t like double-divine progression, but at least when prayerful, it gets you more spells known. Well, toss that one out. Admittedly, I like the Sylvan Witch… ugh, might be a D-.

Demihuman Classes

Dwarven Craftpriest: B-. I don’t like studious divine, but I do like dwarves, and this is a d6 Heavy Armor combatant. Not being able to do rituals is thematic, and also annoying.

Dwarven Vaultguard: A+. A figher with better saves and better Listen/search. Get delving. Sure, a little more xp, slightly reduced level cap, and lose a couple minor weapons, but overall, very good.

Elven Nightblade: B. Not as tightly focused as the Assasin, but more focused than the Thief. More durable, too… the limited arcane magic can be quite good with the right spells. Spell research is your friend here.

Elven Spellblade: A. Yes, A. Excellent armor and shield address the feels-bad of your spell being disrupted by, uh, preventing it, and the uselessness of 1 spell per day with fully competent fighting. Yeah, glacial advancement, but not useless level even at level 1. Bad luck might hit anyone, though.

Nobiran Wonderworker: D-. Naked d4. Massive XP cost to level. Look, just pick divine or arcane. I vastly prefer the Nobiran Veildancer or Champion to this indecisive dweeb. Would be a great NPC, except they have that DMPC stink.

Zaharan Ruinguard: C. Elric-expy isn’t my fantasy, but the class works well. In an Evil campaign, I think I’d prefer a Zaharan Darklord or Thrassian Gladiator, though. Yes those classes are busted, what’s your point? At least they aren’t sporecasters… Weapon Bonding makes this class better.

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For clarity, the tierlist explanation:
S Class: Oppressive. A “true” S class needs a nerf; S- is “a slot you really want filed is only filled by this”.
A Class: I’d play it and enjoy it. This is tilted towards martial characters because the list is orinented towards both newish players and the default start-at-1 experience.
B Class: I’d play it and enjoy it, but I’d be annoyed a little. Lack of survivability is the most common issue here.
C Class: I dunno. Not really my thing, but I could be talked into it. Usually an “I can’t grade objectively”.
D Class: I would feel like a burden on the party playing this. Cloth casters, with both limited spells per day and need to be protected, fall here.
F Class: Not playing. I don’t say that these classes are underpowered (no ACKS class is), but I’m not interested in trying them.

By popular demand (other people disagreeing with me), I shall continue my crusade to make enemies and create arbitrary division. Behold the Adventurer-tier Advanced start (20,000xp) RR class tierlist! (kazoo noise)

Core Classes

Fighter: A-. Still a great blank canvas for newbies (especially important with advanced starts), the Fighter does begin to loose a little luster with everyone else getting a list of extra goodies without waiting in an advanced start. Roll your Uncommon item, grab top-tier masterwork gear for eveything else, max out on level 1 henches, and hire a bunch of mercs (take that, market availibility!). Keep a kitty for unexpected expenses and a few months wages and go knock over a few beastman lairs in platoon-scale combat. For gold–ah, for Aura!

Explorer: A+. Since you are at the level where you start fighting wilderness encounters, instead of running, Evasion is only a very good class power. Otherwise, act as a Fighter, just a little more leery of the front line.

Thief: B-. You now actually have a decent chance (ish)of not being seen. And of not dying, and an extra level over the stuck-up fighters. Still, maybe bank some of that starting gold as reserve xp, hmm? And get a few, ah, “junior associates” to “help” you on those trapbreaking throws.

Crusader: A. Your d6 is not longer a serious difference in survivability, and you have quite a few spells. What more is there to say? Deus Vult!

Mage: A-. You still are the geek in a lab coat who all the beastmen will be shooting at, but you are no longer one-pump Charlie, you don’t die to sneezing damage, oh, yeah, and FIREBALL. Fireball solves many things.

Venturer: S-/A+. I like Venturers, personal bias admitted.

Campaign Classes:

Assassin: A. The Assassin still knows exactly what it wants to do (explosions of gore), and does exactly that. Eat 3d10+2 damage each, all six of you.

Barbarian: A. As levels go up, monster attacks also go up, faster than player AC. This makes trading off armor less of a loss, bumping barbarians nicely. Still bumped further by appropriate campaigns.

Bard: B-. I could almost get the idea here. That d4… still ouch, especially since they are still at level 5, unlike the Thief. Narrow Weapon selection and losing two fighting styles would be more focused class with a d6, but that runs into issues with the rules for thief skills…

Bladedancer: A-. Held down only by my sense of cringe and sexual repression. I prefer my warrior women in heavy arena armor, yet not even the Blademistress allows that! (I made a Nobiran to try to fill the gap, I’m only somewhat happy with it)

Paladin: A+. Chad is Chadding it up, the gigachad. Arrows are for elves, FACE ME LIKE A MAN! (only level 4 still, you say? COME AT ME, COWARD!)

Priestess: C. I do not like double-divine progression. But at least she no longer falls over to a stiff wind.

Shaman: A+. Yes, that’s a big glow-up. But your totem animal has gone from a liability to a powerful ally, and you can turn into a bear. Actually, pick a bird or dog, that maximizes your AC. I never play shamans, so what’s the authorial intent on skinchanging into a viper and casting spells? Is a viper “capable of gesturing and vocalizing”?

Warlock: F. Not fun leveling up and getting hit with a crippling disability. Maybe different for others.

Witch: D. B- for Sylvan, Disney Princess is a routine I can dig. But you’ve got nothing but a small number of divine spells, and divine is best as a toolkit, not a spammed hammer.

Demihuman Classes:

Dwarven Craftpriest: B+. Being able to do spell research fixes many of my issues with studious divine. Also, rock and stone.

Dwarven Vaultguard: A+. Note that the Paladin and VG share Manual of Arms, while the Barbarian doesn’t. You need it to attach to a unit without turning them Irregular. Also, the VG has better saves.

Elven Nightblade: D+. Not being able to do spell research with the bros, fewer cleaves than the assassin, only 4th level… major feels-bad. This legacy class has an identity crisis.

Elven Spellsword: A-. The nerd has put on clothes and done a pushup. Yeah, you’ll need to wait a bit for Fireball, but at least you can work on Benihana while you’re at it.

Nobiran Wonderworker: B+. You’re a wizard waiting on Fireball (and Flight and the rest), but at least you get more spells.

Zaharan Ruinguard: C. C+ with Weapon Bonding. Just not my thing.

Tierlist explanation:

S: Busted

A: Would play happily.

B: I get the fantasy, but unfocused in delivering it (for me, subjective taste, etc.). Would still enjoy, but would not build it that way myself if let loose in Custom Classes.

C: I could be playing something better (bladedancer for priestess, spellsword for ruinguard), and I’d be reminded of it. Would still enjoy.

D: Don’t really want to play it, but could have fun.

F: This is for NPCs.

Conquerer and higher: pretty similar, but note that Warlock becomes fun if I get the high-level goodies without the work to get there. B+ at Conqueror, A- at King. Live fast and die young…