Cavalier: Too many little bonuses?


Round 1: Cavalier and Oracle


While I really like the cavalier class, I'm afraid that it has a lot of "little" abilities that make the class far messier than it could be. Some of the abilities that I feel are problematic are:

Expert Trainer: Although thematic, this one will probably never come up in gameplay.

Banner: Bonuses against fear are sort of a paladin thing, and a +3 morale bonus on charge attacks feels insignificant. As a passive ability, I can also foresee a lot of:

Player 1: "I charge and roll a 21. Does that hit?"
DM: "No, you miss."
Player 2: "Okay, I'm going to--"
Cavalier: "Don't forget to add +3!"
Player 1: "Does a 24 hit?"
DM: [Sighs.] "Yes."

Challenge: The challenge ability itself is fine, but the bonuses to challenge from the various Orders feel like they're a bit much.


I'm inclined to agree.

To me, the difference between the 'wow' I feel when I look at the Oracle or the "Oh that's pretty good" I feel when I look at the cavalier (which, in general, still makes it better than pretty much all of the 3.5 classes) is the mechanical cleanliness of the Oracle. The Cavalier just has too many little abilities to keep track of. It needs a bit of streamlining.

For example, if you compare the cavalier to the barbarian and the paladin, yes, both of those classes get new things every level, but, most of the time, those new things build on the existing one or two mechanics unique to that class. Most of the barbarian abilities are tied to rage (though they also get two relatively clean passive ability progressions via trapsense and DR), while most paladin abilities are tied to either smite or channel energy. The Cavalier, on the other hand, has the oath mechanic, the challenge mechanic, Order mechanics (which, themselves, tend to be a slew of little, unrelated abilities) and a handful of charge abilities.

I'm not saying the cavalier is too powerful. It actually seems pretty balanced, but the number of little unrelated abilities is going to be a headache for a lot of players. I'm suggesting that the abilities unique to the class (such as Oaths and Orders) be brought to the surface, made a bit stronger, and simplified a bit, while some of the minor abilities (such as banner or expert trainer) be stripped away.


Velderan wrote:

I'm inclined to agree.

To me, the difference between the 'wow' I feel when I look at the Oracle or the "Oh that's pretty good" I feel when I look at the cavalier (which, in general, still makes it better than pretty much all of the 3.5 classes) is the mechanical cleanliness of the Oracle. The Cavalier just has too many little abilities to keep track of. It needs a bit of streamlining.

For example, if you compare the cavalier to the barbarian and the paladin, yes, both of those classes get new things every level, but, most of the time, those new things build on the existing one or two mechanics unique to that class. Most of the barbarian abilities are tied to rage (though they also get two relatively clean passive ability progressions via trapsense and DR), while most paladin abilities are tied to either smite or channel energy. The Cavalier, on the other hand, has the oath mechanic, the challenge mechanic, Order mechanics (which, themselves, tend to be a slew of little, unrelated abilities) and a handful of charge abilities.

I'm not saying the cavalier is too powerful. It actually seems pretty balanced, but the number of little unrelated abilities is going to be a headache for a lot of players. I'm suggesting that the abilities unique to the class (such as Oaths and Orders) be brought to the surface, made a bit stronger, and simplified a bit, while some of the minor abilities (such as banner or expert trainer) be stripped away.

I agree, I think though i like the IDEA of the oaths, that more order/challenge abilities would better serve the class. I much prefer abilities that build on eachother then lots of bonuses that end up spread around.


Kolokotroni wrote:
I agree, I think though i like the IDEA of the oaths, that more order/challenge abilities would better serve the class. I much prefer abilities that build on eachother then lots of bonuses that end up spread around.

Yes. In the case of some orders, you almost end up with too many options. Take order of the cockatrice. I love the concept, and I love the tactics ability (though it needs a serious boost), but the class gives you 3 completely different options that don't build on one another and don't contribute to the plethora of combat actions you'd normally have.

I also absolutely love the idea behind oaths. It's so fun and mechanically unique.

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