What constitutes a core class and what doesn’t? Let’s say it’s a class that should be able to work pretty darned well in just about any type of party, shall we?
Core Classes
The following are all classes defined in the PHB
- Barbarian
- Bard
- Cleric
- Druid
- Fighter
- Paladin
- Ranger
- Rogue
- Sorcerer
- Wizard
That’s 10 classes. The Challenge Rating system for determining rewards is based upon the assumption of 4 characters of similar competance, of varying abilities (hopefully multiple classes). Which 4 classes to choose?
Tradition holds that you would have a Cleric, Fighter, Rogue (theif), and Wizard. But why is that? Why not a Barbarian, a Ranger, a Druid, and a Sorcerer?
No particular reason. Many combinations work great. A dabbling of melee skills, divine magic, arcane magic, and cunning will give an adventuring party access to the key tools for defeating most situations
Some combinations don’t allow for nearly so much flexibility, however. A party consisting of a Barbarian, a Fighter, a Paladin, and a Ranger will be hard-pressed to deal with magical traps (other than by the grace of good Fortitude saves and high hit points. Similarly, a Bard, Rogue, Sorcerer, and Wizard may bring a lot of brainpower and arcane magic to the table, but a handful of opponents with good Armor Classes could exploit their collectively low hit points in a hurry. God forbid they should run into a construct with good saves or spell immunities (such as a golem).
Tomorrow, let’s take a look at some class combinitions