RR Class Tierlist

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…