Difference between revisions of "Talk:Crackerjack (3.5e Class)"

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== Ratings ==
 
== Ratings ==
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{{Rating |rater=Fluffykittens
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|rating=oppose
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|reason=Gain a ton of insignificant bonuses and a few gamebreaking ones.
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}}
 
{{Rating |rater=DanielDraco
 
{{Rating |rater=DanielDraco
 
|rating=oppose
 
|rating=oppose

Revision as of 20:04, 9 November 2012

Ratings

RatedOppose.png Fluffykittens opposes this article and rated it 0 of 4.
Gain a ton of insignificant bonuses and a few gamebreaking ones.
RatedOppose.png DanielDraco opposes this article and rated it 0 of 4.
Since its class features are singlemindedly focused on skill use, we cannot ignore here what is ignored for most other classes: UMD and Diplomacy are incredibly strong features. UMD use makes a character able to function as VH, but Diplomacy abuse actually makes a character overpowered even by VH standards. At level 5, a half-elf Crackerjack is capable of taking 10 to get a 34 (8 ranks, 5 favored skill, 6 synergy, 4 charisma, 3 skill focus, 2 mwk tool, 2 negotiator, 2 racial, 2 contemplation) when rushing Diplomacy to a full-round action. The first use will make the enemy Indifferent, ending combat. The second use will make them Helpful, turning them into a new ally. At level 9, their ability to take 20 on it lets them get an automatic 53 as a full-round action -- the first use catapults the foe all the way from Hostile to Helpful, and the second makes them Fanatic. So this class breaks the game on a Pun-Pun scale at level 9, and that's not even using a single bit of cheese or anything outside the SRD.

And if it doesn't choose Diplomacy or UMD (or UPD, I guess) as its favored skill, this class is useless in combat. Although it might be amusing to see one choose Jump. WHEEEEEEE!

OpposedFluffykittens + and DanielDraco +