Bring
Gen Con Home!
Guidelines
by Class
By
Monte Cook
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Want
to be a barbarian?
- Choose
half-orc (+2 Strength is +1 attack and damage on all melee
attacks -- thats better than any bonus feat you could
choose as a human and easily outweighs 2 Intelligence
and Charisma, which you wont care about).
- Put your
best ability score in Strength, your second best in Dexterity.
Do not have a Constitution penalty.
- Multiclassing?
Consider taking two levels of rogue for the skill points and
evasion or one level of fighter for the bonus feat.
Want
to be a cleric?
- Choose
human (Unlike other classes, you cant afford to have
a bad Charisma.)
- Put your
best ability score in Strength, your second best in Wisdom.
Do not have a Constitution penalty. Dont worry about
Dexterity, your heavy armor will negate a big bonus anyway.
- Multiclassing?
Dont. Its probably not worth losing a level of
cleric spells.
Want
to be a druid?
- Choose
halfling (+1 AC and +1 attack for size and +2 Dexterity easily
makes up for the 2 Strength penalty)
- Put your
best ability score in Dexterity, your second best in Wisdom.
Avoid having a penalty in Charisma. Since you cant wear
good armor, you are going to want to have a good Dexterity.
- Multiclassing?
Dont. Its probably not worth losing a level of
cleric spells.
Want
to be a fighter?
- Choose
half orc (+2 Strength is +1 attack and damage on all melee
attacks -- thats better than any bonus feat you could
choose as a human and easily outweighs 2 Intelligence
and Charisma, which you wont care about)
- Put your
best ability score in Strength, your second best in Con. Avoid
having a penalty in Dexterity, but beyond that dont
worry about it. Your heavy armor will negate a big Dexterity
bonus anyway.
- Multiclassing?
Consider taking a level of cleric for the healing spells.
Want
to be a monk?
- Choose
human. Halfling is another very good choice, but the lowered
unarmed damage and speed makes human your best bet.
- Put your
best ability score in Dexterity, your second best in Wisdom.
Avoid having a penalty in Strength.
- Multiclassing?
Consider taking a level of sorcerer to be able to cast mage
armor and true strike (but take this level first,
since you cant go back as a monk).
Want
to be a paladin?
- Choose
human (Unlike other classes, you cant afford to have
a bad Charisma. Use your bonus feat to take Weapon Focus.)
- Put your
best ability score in Strength, your second best in Charisma.
Make sure that by 4th level you will have a Wisdom high enough
to cast spells.
- Multiclassing?
Dont.
Want
to be a ranger?
- Choose
elf (for the +2 Dexterity bonus and the bonuses to Spot, Search,
and Listen).
- Put your
best ability score in Dexterity and your second best in Strength.
Avoid a penalty in Intelligence.
- Multiclassing?
Consider taking two levels of rogue for the sneak attack and
evasion.
Want
to be a rogue?
- Choose
halfling (+1 AC and +1 attack for size, +4 to hide, +2 to
climb and move silently, plus a +2 bonus to Dexterity makes
the halfling the best rogue)
- Put your
best ability score in Dexterity, your second best in Wisdom
(lots of rogue skills are keyed to Wisdom). Make sure you
dont have a penalty in Intelligence (you dont
want to lose the skill points).
- Multiclassing?
Consider taking a level of fighter for the hit points and
bonus feat.
Want
to be a sorcerer?
- Choose
halfling (+1 AC and +1 attack for size and +2 Dexterity easily
makes up for the 2 Strength penalty).
- Put your
best ability score in Dexterity, your second best in Charisma.
- Multiclassing?
In general, dont. But you might consider taking a level
of monk for the AC and evasion.
Want
to be a wizard?
- Choose
gnome (+1 AC and +1 attack for size easily makes up for the
2 Strength penalty)
- Put your
best ability score in Dexterity, your second best in Intelligence.
- Multiclassing?
In general, dont. But you might consider taking a level
of monk for the AC and evasion.
About
the Author
Monte
is one of the designers for the Third Edition of Dungeons &
Dragons, working on the project from the beginning. He attempts
to address the concerns of those who have left AD&D to
play other games, as well as those of the long-term player. Aside
from the core conceptions of the changes to the game, Monte contributed
most heavily to the new Dungeon Master's Guide, serving as the
primary writer for that product.
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