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Thread: Retiering the Classes: Home Base
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2017-03-23, 03:02 PM (ISO 8601)
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Handbooks: The Warlockopedia | The Warmagepedia (WIP) | Tier List (2019 Update)
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2017-03-23, 03:13 PM (ISO 8601)
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Re: Retiering the Classes: Home Base
Last edited by Beheld; 2017-03-23 at 03:14 PM.
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2017-03-23, 03:49 PM (ISO 8601)
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Re: Retiering the Classes: Home Base
I don't think that optimization variance ruins everything. I simply makes constructing useful definitions really difficult. I think there's a good amount of meaning to tier threeness. It's just really difficult to convey without writing a huge essay about the various ways to be tier three, and without winding up unfortunately prescriptive. "Worse than the worst tier four, but better than the best tier six," has an insane amount of complexity bound within it. But I think it means something to people in spite of that. It's the classic math problem. You have this idea that's really straightforward, and which everyone intuitively gets more or less immediately, but stating and proving that idea rigorously takes a massive amount of effort.
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2017-03-24, 12:21 AM (ISO 8601)
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Re: Retiering the Classes: Home Base
Eggy, you have yet to explain of what use a tier system is as a resource for 14 pages. It doesn't matter if it is of value to people, as people are often wrong.
Last edited by jywu98; 2017-03-24 at 12:23 AM.
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2017-03-24, 12:29 AM (ISO 8601)
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Re: Retiering the Classes: Home Base
Most people see a half orc and and think barbarian warrior. Me on the other hand? I think secondary trap handler and magic item tester. Also I'm not allowed to trick the next level one wizard into starting a fist fight with a house cat no matter how annoying he is.
Yes I know it's sarcasm. It's a joke. Pale green is for snarking
Thread wins: 2
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2017-03-24, 04:48 AM (ISO 8601)
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Re: Retiering the Classes: Home Base
Yeah, I have no idea what you're talking about there, jywu98. I explicitly said the following:
I didn't agree with them. Obviously. I think there's utility to being able to identify how strong a class is, both in that you can use that to pick classes closer in power to classes already in the party, and so that the DM can make decisions about what to allow or ban on the basis of how good a class is. It helps balance. You might not agree with me either, but I think people here see the utility to this.
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2017-03-24, 08:02 AM (ISO 8601)
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Re: Retiering the Classes: Home Base
No, because your explanation is absolutely wrong. If you asked me to explain why the sky is blue, and I say it's because space is blue, yeah sure it's an explanation, but not a valid one because it's wrong.
Originally Posted by eggynackboth in that you can use that to pick classes closer in power to classes already in the party
Originally Posted by Kaelik
so that the DM can make decisions about what to allow or ban on the basis of how good a class is
As a DM, if your party consists of a Rogue/Barb/Ranger/Wizard, your solution is not to nerf the Wizard to the level of the rest - the Wizard player won't have any fun, and the party will struggle even more and the other players might also have less fun. Your solution is to build better encounters that enable the rest of the party to contribute. YES you may need to ban some problem spells, but honestly if the Wizard player isn't a jackass he won't use them in the first place, and if the Wizard player is a jackass he'll still find a way to break the game. D&D has always been a game where the DM and the players aren't antagonistic forces, as they cooperate together to tell a story. Unless, of course, you're playing something like a dungeoncrawl, which I won't wrong (it isn't) but also isn't what most people play the game for.
Aside from that, the common complaints of class bias, lack of true determining factors, vague descriptions for each tier, and unequal optimization all still stand true.
It helps balance.
I think people here see the utility to thisLast edited by jywu98; 2017-03-24 at 08:04 AM.
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2017-03-24, 08:14 AM (ISO 8601)
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Re: Retiering the Classes: Home Base
I argued against these points back when they were made the first time. I don't see the point in arguing against them again. As for your specific and different complaints about versatility versus power, the tier system I've put together values both. If you're just powerful, you can be good. If you're just versatile, you can also be good. If you're both, you're obviously better. Also of note is the fact that Kaelik's specific example using fixed list casters no longer applies. Both classes are now listed in tier two.
Last edited by eggynack; 2017-03-24 at 08:27 AM.
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2017-03-24, 08:26 AM (ISO 8601)
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Re: Retiering the Classes: Home Base
You don't see the point in arguing against them again because you have no good point to argue against them. And no, it is apparent that it doesn't. Because you don't grade the classes yourself, you outsource it to others, and expect them to follow your criteria. What the ****????? Cases in point: factotum is still tier 3, despite being not powerful in any way; artificer is tier 1, despite not being versatile in any way (you won't have anywhere enough time to pull off your crafting shenanigans in most campaigns don't even try to argue otherwise).
And once again how does being """"good""" even affect party dynamics (what actually matters)? It doesn't.
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2017-03-24, 08:33 AM (ISO 8601)
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Re: Retiering the Classes: Home Base
That doesn't make any sense. If I had no points, I couldn't possibly have made them the first time such that I'd now be making them again.
And no, it is apparent that it doesn't. Because you don't grade the classes yourself, you outsource it to others, and expect them to follow your criteria. What the ****????? Cases in point: factotum is still tier 3, despite being not powerful in any way; artificer is tier 1, despite not being versatile in any way (you won't have anywhere enough time to pull off your crafting shenanigans in most campaigns don't even try to argue otherwise).
Anyway, this conversation is clearly not going anywhere positive. I'm not going to participate in it further. I'd advise others to do similar, because these kinds of crazy arguments already threatened to lock down this thread once.
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2017-03-24, 08:39 AM (ISO 8601)
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Re: Retiering the Classes: Home Base
Well, I guess you do truly belong to the GitP forums. What a disappointment, I thought you were smarter than the rest. How can I convince you when you ignore portions of my arguments? I've made a pretty in-depth post about the artificer in one of these stupid threads, and you basically never replied to any of my criticisms. What sort of discussion can we possibly have if you just ignore whatever you want?
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2017-03-24, 08:51 AM (ISO 8601)
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Re: Retiering the Classes: Home Base
Convince me of what? That the tier system is fundamentally pointless? You probably can't convince me of that, or at the very least trying to do so here is rather off-topic. We're trying to build a tier system, not analyze the premises that would lead us to one in the first place. It would help your ability to convince me if you didn't act like points I've already responded to in the past are somehow iron clad and impossible for me to refute.
I've made a pretty in-depth post about the artificer in one of these stupid threads, and you basically never replied to any of my criticisms. What sort of discussion can we possibly have if you just ignore whatever you want?
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2017-03-24, 09:07 AM (ISO 8601)
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Re: Retiering the Classes: Home Base
Honestly even if I didn't assume it I'm sure we'll just be going around in circles arguing X and Y over and over again. Whatever, I'm probably taking this too personally and that's my bad.
Not every discussion has to happen with me. I'm not personally that invested in the artificer debate, because it's not a class I know a ton about. I'm not always going to be the most informed and open to discussion person in the room. These threads aren't, "Convince eggynack that he's wrong about various tierings." It's an open discussion between anyone in the community that wants to join in, and if you want to convince people, maybe try to convince them instead of assuming my response is somehow a ubiquitous and mandatory presence in every single conversation we're having. Or, to put it another way, in the context of the artificer debate, I am in no way special. I'm just another guy submitting his vote and making his arguments. Sometimes I do respond to stuff, more than most perhaps, just like everyone else, but it's not a thing you should necessarily expect.Last edited by jywu98; 2017-03-24 at 09:07 AM.
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2017-03-24, 09:34 AM (ISO 8601)
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Re: Retiering the Classes: Home Base
It is a newer one, and was intended to fill a roughly similar role. I generated this for a few reasons. First, the original completely shut down vote changing or addition of any kind after the deadline (the first being especially problematic, because that makes it a poor survey of even those who were around within the time span), which was really hurting accuracy. Second, it was utterly discounting any ACF that wasn't tier impactful. Like, you wouldn't necessarily grant a tier increase on the basis of underdark knight paladin, but you might when also considering mystic fire knight and harmonious knight, especially all three on a single paladin. Thus, that ACF wouldn't get accounted for later on, when going through tier shifting ACFs (and maybe feats), and it wouldn't be considered in the original tiering, so it just gets arbitrarily wiped from the game. Third, Jormengand was weirdly attacking folks that argued against their procedure, particularly along the lines of those first two points, and never addressed any of those concerns. At this point, they've apparently decided to toss anyone that argues about procedural issues on their ignore list, which makes the voted on tierings partially a matter of who Jormengand doesn't take personal issue with. That I was one of those seemingly placed on said ignore list (along with maybe Beheld, eventually, I think) made the issue a bit personal, and was my final motivating factor, but all that other stuff had been broiling around the thread for awhile. I would have preferred to just make the existing thread, with all of its existing argument, more suited to the actual reality of the community and such, but that proved impossible.
Anyway, those were my original motivating factors. However, they weren't ultimately the only purposes that this newer thread served. If you look through the community tiering project, you'll see a lot of the arguments that have plagued the original tier system for awhile based on some issues with its construction. You get people thinking that we're primarily or only considering 20th level, or saying that beguilers are better than sorcerers power-wise but worse in terms of tier on the basis of the kinda wonky original definitions, or thinking that the capacity of two sorcerers to have different spells is somehow incredibly relevant to tiering. So, I fixed up the definitions to not include problematic prescriptive elements, aligned the underlying nature of the system to only the more logical reading, leaving aside the bits that contradict those bits, and generally set things up in a way that's not intrinsically problematic, assuming tiering is a thing you'd want to do. We're not tripping over ourselves from square one anymore, y'know? We get to trip over normal stuff, like how good classes actually are. Finally, I revamped the structure of the thread such that we get all these smaller thematically and/or mechanically linked threads that are way easier to parse than a 60-70 page thread done in alphabetical order.
What I have isn't necessarily perfect. I don't think I could possibly please everyone with any formulation of the tier system. But I think it's better. I think that, at the end of the day, we'll have a set of pretty close to accurate tiers in a reasonable structure with few to no blatantly contradictory or problematic elements beyond those intrinsic to tiering. It's better than some arbitrarily biased guy telling everyone what he thinks things look like, and better than a thread that cares more about fun voting times than about what's best for the tiers themselves (putting the notion of deadlines ahead of what people actually think and such).
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2017-03-24, 10:16 AM (ISO 8601)
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Re: Retiering the Classes: Home Base
Thanks for giving a detailed response, but here are my main issues regarding what you're doing:
Obviously, the first one is that what you write, you really can't expect others to follow. Example: Rogue is great at DPR. Combat is supposed to have a heavy weightage in your new system. It still sits at tier 4, while the factotum which is good at nothing, decent at some stuff sits at tier 3. Maybe it's just me, but this highlights a sort of disconnect between what you want and what the forum thinks you want.
Secondly, you state that the 3 core problems are exploration, combat, and social interaction, without providing any level-appropriate examples of what this entails. You can use the examples listed in an SGT to make this point clearer, as the categories are broad and vague, which makes the tier classifications kind of moot (you basically listed 3 types of problems but down in tier classification talk about many problems). You don't even need to actually run the tests.
Thirdly, what does over all optimization levels mean? This statement is really useless when you don't give a baseline on what each op level entails. Once again, everyone has different perceptions. This problem has occured in previous tier arguments where people have argued Druids don't belong with the rest of the Big 3 due to the lack of gamebreaking spells. I'm not sure what one vague sentence is going to do to stop that.
Also I am quite curious to what you consider versatility. I know you admitted that you aren't familiar with artificers, but I'm pretty sure that outside of TO it is ridiculous to consider it versatile in any sense given the crafting times involved - if his starting equipment cannot solve the problem at hand, the campaign world isn't gonna wait while the artificer takes his own sweet time to craft his whatever. So why is he in a tier where the rest of the tier spends a maximum of 1 day to rectify this issue? Furthermore, no matter how hard you try, it is impossible to rank classes in such a broad matter. I'm probably beating a dead horse, but I'm going to use the example of the rogue and the factotum again. The former can do one thing well, but the latter can do a lot more things, but nowhere as effective as the rogue is for combat. How are you going to determine which is better?
Which comes to these points: Everyone plays each class differently and everyone DMs differently. There's nothing stopping a fighter from attacking the walls of a dungeon to bypass troublesome traps. Most people don't play like that, but that doesn't mean it's not a valid way to play a fighter. In fact, playing a fighter like that will probably give it a pretty decent boost to solving exploration problems, at least. Similarly, DMs run monsters differently. Shivering touch as long been considered broken because it can reliably disable a dragon in 2 casts. This is definitely a problem if the DM makes the dragon engage the party in close-range combat. However, a more unforgiving DM will just do strafing runs with its breath weapon, in which the encounter increases several levels in terms of difficulty. What I am basically trying to get at here is how are you able to make a tier system for D&D considering all these factors come together to determine the end result, which is party effectiveness. Like in economic models, you have to make a few of these factors constant, yet you don't state what should and should not be kept constant.
Also what does DM restrictiveness even mean? The statement is so open-ended and everyone has their own experiences. Again, at least provide some sort of baseline/example. If not typing that was a waste of space.
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2017-03-24, 10:43 AM (ISO 8601)
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Re: Retiering the Classes: Home Base
That would be counter to his goals, since his goals are to rank classes based on the assumption that level appropriate doesn't exist and that being able to beat up two commoners and once and smell someone are meaningful abilities for level 10 characters. After all, his tiers are about "solving situations" not you know, level appropriate ones. Those are evil and bad.
Last edited by Beheld; 2017-03-24 at 10:43 AM.
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2017-03-24, 11:13 AM (ISO 8601)
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Re: Retiering the Classes: Home Base
Not everyone necessarily agrees with that evaluation of either class. The tier three voters may be right or may be wrong (myself included), but I don't think it's really an issue with the form of the tier system. A differently written tier system would probably still have a lot of tier three voters. Maybe if I wrote, "Versatility is nearly irrelevant for the purposes of tiering, with power as the only truly pertinent metric," people would vote tier four or even five, but I don't really think that's a good measure of class quality.
Secondly, you state that the 3 core problems are exploration, combat, and social interaction, without providing any level-appropriate examples of what this entails. You can use the examples listed in an SGT to make this point clearer, as the categories are broad and vague, which makes the tier classifications kind of moot (you basically listed 3 types of problems but down in tier classification talk about many problems). You don't even need to actually run the tests.
Thirdly, what does over all optimization levels mean? This statement is really useless when you don't give a baseline on what each op level entails. Once again, everyone has different perceptions. This problem has occured in previous tier arguments where people have argued Druids don't belong with the rest of the Big 3 due to the lack of gamebreaking spells. I'm not sure what one vague sentence is going to do to stop that.
Also I am quite curious to what you consider versatility. I know you admitted that you aren't familiar with artificers, but I'm pretty sure that outside of TO it is ridiculous to consider it versatile in any sense given the crafting times involved - if his starting equipment cannot solve the problem at hand, the campaign world isn't gonna wait while the artificer takes his own sweet time to craft his whatever. So why is he in a tier where the rest of the tier spends a maximum of 1 day to rectify this issue? Furthermore, no matter how hard you try, it is impossible to rank classes in such a broad matter. I'm probably beating a dead horse, but I'm going to use the example of the rogue and the factotum again. The former can do one thing well, but the latter can do a lot more things, but nowhere as effective as the rogue is for combat. How are you going to determine which is better?
Which comes to these points: Everyone plays each class differently and everyone DMs differently. There's nothing stopping a fighter from attacking the walls of a dungeon to bypass troublesome traps. Most people don't play like that, but that doesn't mean it's not a valid way to play a fighter. In fact, playing a fighter like that will probably give it a pretty decent boost to solving exploration problems, at least. Similarly, DMs run monsters differently. Shivering touch as long been considered broken because it can reliably disable a dragon in 2 casts. This is definitely a problem if the DM makes the dragon engage the party in close-range combat. However, a more unforgiving DM will just do strafing runs with its breath weapon, in which the encounter increases several levels in terms of difficulty. What I am basically trying to get at here is how are you able to make a tier system for D&D considering all these factors come together to determine the end result, which is party effectiveness. Like in economic models, you have to make a few of these factors constant, yet you don't state what should and should not be kept constant.
Also what does DM restrictiveness even mean? The statement is so open-ended and everyone has their own experiences. Again, at least provide some sort of baseline/example. If not typing that was a waste of space.
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2017-03-24, 12:05 PM (ISO 8601)
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Re: Retiering the Classes: Home Base
Not much to say here, except for theoretical versatility and practical versatility are different. An artificer is a glaring example of this.
[QUOTE[My goal there was more to clarify that we are, in fact, considering non-combat situations as well as combat ones, than it was to strictly lay out the problem space. I could see adding in some examples or something, but I think that the idea is pretty well understood. [/QUOTE]
Fair enough.
The notion of a thing being optimized or not optimized is somewhat intrinsically defined. Less optimized means you make fewer good choices, put together the character less deliberately, and, if we consider the overall power level possibility space for a class, they'll land further to the left of that space. More optimized means the opposite, of course. What an exact optimization level means in rigorous fashion is incredibly tricky, but if you see one presented version of a class use their feats really well, or choose spells efficiently, and the presented version of the other class uses their feats and chooses spells poorly, then the analysis is not in accordance with the notion of fixed optimization. Obscurity of used game objects is a factor too, but it's one I presented somewhat separately. Should get accounted for though.
Versatility is a pretty straightforward idea, I think. All else being equal, given a set of problems, a more versatile class can apply themselves at a given level of power to more of that problem space.
Well, we're essentially fully discounting things that don't come from class. Fighters can stab dungeon walls, but commoners aren't that much worse at doing so, so it's not a big factor. things are relevant to the fighter within the context of a comparison if and only if the fighter uses those things better than the class being compared to. If a specific mode of player skill can give the fighter an advantage that a commoner won't get, then that could maybe be relevant.
As for how monsters are run, I dunno that it's that big of an issue. You could always just consider DM toughness as a modifier on encounter difficulty. Also, I don't think these really swingy shivering touch or no shivering touch situations come up that often.
I wanted to allow in a broader notion of optimal or suboptimal than was being conveyed. Like, you could not be using greenbound summoning because of its obscurity or because you aren't optimizing that much. You could also not be using it because the DM doesn't allow it in, which isn't necessarily an optimization thing. I'm saying it is more or less an optimization thing, because the end state of the character is the same. More clarification than a completely new rule. It was one of several suggested additions awhile back, and that one seemed reasonable.
I don't like to set things up as overly structured, because precise definitions lead to the problems that plagued the original tier system, but when I can clarify without generating prescription, doing so seems worthwhile.Last edited by jywu98; 2017-03-24 at 12:13 PM.
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2017-03-24, 12:28 PM (ISO 8601)
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Re: Retiering the Classes: Home Base
There's not necessarily a precise definition. It's the difference between, "I'm going to deliberately pick a pile of very powerful and synergistic feats from multiple source books," and, "I'm gonna take anything that looks cool, without much care for power." I think we are reasonable at assessing such things on a game object by game object basis, though it can be tricky. I suppose it could be considered in a somewhat mathematical fashion. Meaning that, while accounting for obscurity as a factor, you stick every possible build for a class onto a bell curve, where each build has some measure of power that we can theoretically determine, and then the optimization level is determined by how many standard deviations to the right or left you are. It's a rather rigorous definition. It's just difficult to apply in that rigorous form in the same way that we might apply the more intuitive definition.
Yes, except all else being equal doesn't hold ever, certainly not for a comparison between a factotum and a rogue.
Isn't this you admitting the artificer is wrongly tiered? Nothing that they do can't be done by other classes (infusions are negligible).
This actually matters quite a lot, as the difficulty swing that comes up can be quite significant. Tucker's Kobolds and Dragons are pretty easy examples to show what a bit of tactics on the DM's part can screw up a party. It also changes how classes fare quite a bit, as fights get more difficult the risk/reward of gimmicks diminishes significantly, easily separating classes that seem to be versatile from classes that actually are versatile.
This seems awfully subjective to me. All based on individual perception.
No, the reason the original tier system failed because it had no set criteria. It was vague and self-contradictory, and therefore is pointless. There was nothing precise about how JaronK explained the tiers, as what he said allowed for an open-ended interpretation that allowed him to slot whatever classes he desired to whatever tier.Last edited by eggynack; 2017-03-25 at 10:56 AM.
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2017-03-28, 11:43 AM (ISO 8601)
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Re: Retiering the Classes: Home Base
Just created the new thread hereabouts for battle dancer, monk, and mountebank. Also, because I haven't noted this in the home base thread yet, the mode calculation is currently rounding everything to the nearest .5, such that the wide variety of fractional votes don't get lost for the purposes of that calculation. Don't want them 4.3's rendered completely meaningless, y'know? That doesn't apply to anything besides mode, so if you want your vote to get counted in the count statistic, it's currently gotta be integer. Don't much want to change that, cause doing so would either mean pretending a 3.4 is a 3, or putting in five extra count rows, and it's not really an important statistic for any tiering purpose. Dunno if anyone actually cares about any of this information, but it was super annoying to implement, so it is information you shall receive. Anyway, I'ma update the various threads to reflect the existence of the new thread now.
Edit: Just added soulknife to the new thread Seemed to fit my overall theming, and while I've talked about how I'm mostly grouping psionics together, this makes a lot of sense as one of the exceptions to that rule.Last edited by eggynack; 2017-03-28 at 11:54 AM.
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2017-03-28, 02:47 PM (ISO 8601)
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Re: Retiering the Classes: Home Base
I'm starting to think it might be a good idea to do a greater number of classes in each thread. With a separate thread for each group, I worry that someone who wants to vote in all of them will end up bumping a dozen threads to the front page at once, which seems not great?
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2017-03-28, 02:55 PM (ISO 8601)
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Re: Retiering the Classes: Home Base
It's a thing that's happened a few times, and it's not ideal. Might make sense to trend closer to the four and five side of things than the three side, though some of the threads really do make a lot of sense in three form. There are problems attendant to going above six, however, so pushing it too high could be a problem. Thread title length is something of a limitation, though I suppose not a total one. Information compression exists. Not my preferred outcome though. Also, one or two conversations tend to dominate each thread, so minimizing class quantity means that that hits less focusing on classes less. Like, the very possible crazy monk discussion I may have unleashed just now simply by putting monk and tier in the same thread title may wash away some possible discussion for the other three classes, but at least it's not killing the discussion of six or seven classes. Also, again, I've generally been structuring these in a way that comports with some sorta theming, which I think makes sense from a discussion perspective. Sometimes really limits the number of classes I can include. Like, what am I gonna add to the ToB thread? I'm just glad I came up with soulknife for this one, given this issue. I think it's really suited.
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2017-03-28, 03:00 PM (ISO 8601)
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Re: Retiering the Classes: Home Base
You could roll ToB in with ToM. Tome-a-Palooza.
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2017-03-28, 03:10 PM (ISO 8601)
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Re: Retiering the Classes: Home Base
Not a terrible plan. Might consider something along those lines when running future threads, linking together reasonably related threads where I would have kept them apart otherwise. For example, it was suggested that I do a big warlock/dragon shaman type thread, which was four classes, but then I noted that that could be split into a pair of two threes by incorporating two other classes. Might be worth putting that all together for a six class majig. Not sure if that's the direction I want to go, cause the other issues are still a thing, but it's worth thinking about.
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2017-03-28, 03:32 PM (ISO 8601)
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Re: Retiering the Classes: Home Base
It would really help if you could sort this, either alphabetically or by tier.
Aside from that, for the (admittedly few) classes where there really isn't a clear consensus on the tier (like the Fighter and the CW Samurai), I don't think it's such a good idea to just list them as whichever option gets 51% of the vote. It would be a better representation of the threads to list them as (e.g.) "four or five, contested" or "between four and five" or something like that; $.02Guide to the Magus, the Pathfinder Gish class.
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2017-03-28, 03:38 PM (ISO 8601)
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Re: Retiering the Classes: Home Base
Yeah, maybe.
Aside from that, for the (admittedly few) classes where there really isn't a clear consensus on the tier (like the Fighter and the CW Samurai), I don't think it's such a good idea to just list them as whichever option gets 51% of the vote. It would be a better representation of the threads to list them as (e.g.) "four or five, contested" or "between four and five" or something like that; $.02
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2017-03-29, 02:28 PM (ISO 8601)
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Re: Retiering the Classes: Home Base
Is it worth having a range field along with median, mode, and mean? It might be useful to see which classes have the largest range of voted/ potential tiers, particularly for things like the Monk or Soulknife like we're voting on now.
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2017-03-29, 07:28 PM (ISO 8601)
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Re: Retiering the Classes: Home Base
Min/Max might make more sense. You get range data, but also, y'know, where the edges of that range are. Also, range is weirdly not a function, far as I can tell.
Edit: Just realized that the min range will have to use the max function and vice versa. That's vaguely amusing.Last edited by eggynack; 2017-03-29 at 07:30 PM.
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2017-03-29, 07:52 PM (ISO 8601)
- Join Date
- Oct 2010
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- Illinois
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Re: Retiering the Classes: Home Base
If I could play dungeons & dragons with only four books: MM I, DMG, PHB, & ToB
Dragon Shaman Handbook. Fighter Fix.
Camel's Handbook
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2017-03-29, 10:37 PM (ISO 8601)
- Join Date
- Dec 2009
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Re: Retiering the Classes: Home Base
I dunno. I kinda like knowing how high or low people were willing to go on a given class. I do love standard deviation though. Was planning to add stuff like that later, that, variance, maybe some visualizations, whatever else we come up with, in some variety of conclusion thread when everything's over and done with, but it might be worth adding now. I'ma toss it in, but I gotta say, the section is getting a bit dense. Below the median and over the mode makes sense. Mode is probably the least useful of the stats, and while it'd also work to stick standard deviation right under mean, cause that's what it's based on, median is probably more important. Might also make sense to swap mean and median, such that I can get deviation right under mean, but mean has been our major statistical object, so that could be less than ideal.