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<blockquote data-quote="Graf" data-source="post: 394575" data-attributes="member: 3087"><p>In my game recently the party wound up running for their lives through the Hornsaw (a dangerous forest in the Scarred Lands). For reasons that are a bit complex they were one man down and everyone but the mage had single digit hitpoints.</p><p>We called game.</p><p></p><p>the party has a number of escape routes availible to them (though the players aren't really thinking clearly yet about all of them).</p><p>The wizard had been preparing rope trick recently so that the party could have an excape route availible but he abandoned that idea because of the paladin's mount, a dire boar, couldn't come with the party.</p><p></p><p>The paladin's player came to me recently with a dragon magazine (299) with paladin spells including a second level spell that makes his mount into a diminutive creature for 1 hr/lvl.</p><p></p><p>Looking over that other article I saw a lot of things I'd love to have as a player, that makes me a bit uncomforable. its an extension of a trend that puts me in a bit of an awkward position.</p><p></p><p><strong>game style</strong></p><p>Paladins spells are pretty limited. They are usually straight combat enhancement (improve weapons weapons, combat related bonuses, avoid mind control effects, etc), defensive/healing or detection (focused on finding evil).</p><p></p><p>Though I don't actually give access to either of the books in my game</p><p>Relics and Rituals & Magic of Faerun significantly enhanced the complement of spells availible to paladins. Generally spells increased either paladin's abilities or their functionality without altering what was availible to the class. </p><p>Techincally though paladin's got access to teleportation & attribute enhancement.</p><p></p><p>However the dragon mag goes a lot further. its not that spells aren't flavorful, they generally are. The strong orientation towards paladin's mount related stuff is kind of refreshing.</p><p>But now paladins can effectively cast fly (Winged Mount 4th leve), can cast hold person at first level with a successful weapon strike (word of binding), negatgate mind effecting spells (moment of clairy 2nd), among other things.</p><p>As a DM I see this stuff and think that it would be great for the players to have access to this stuff. The wizard is always getting confused, the mount thing has been a problem and a flying dire boar would be intersting later in the game.</p><p>But the 9th level wizard can't make a large creature diminuitive, just learned the spell fly and can't break a mind-enchantment without dispelling everything else on the person.</p><p>A spell casting oriented paladin can be a neat game idea and would give the class some more flexibility (often people complain about Paladin's multiclassing restrictions).</p><p></p><p><strong>overcoming through roleplaying not book buying</strong></p><p>A paladin with a special mount has some interesting roleplaying issues. Getting the creature saddled and cared for, dealing with its peculiar desires (the wild boar like to hunt in the wild for food for example). </p><p>I'm not sure that every class being able to overcome its detriments through spell casting is a good game blance idea.</p><p>Warriors in heavy armor don't have abilities that remove their movement and dex restrictions.</p><p>Druids can't cast a spell to allow their wild shape to benift from to wear armor.</p><p>Should paladin's be able to cast a spell to make a class benift (the mount) not have any of the associated pentalites (you have a bit animal which can't go everywhere).</p><p></p><p>Comments?</p></blockquote><p></p>
[QUOTE="Graf, post: 394575, member: 3087"] In my game recently the party wound up running for their lives through the Hornsaw (a dangerous forest in the Scarred Lands). For reasons that are a bit complex they were one man down and everyone but the mage had single digit hitpoints. We called game. the party has a number of escape routes availible to them (though the players aren't really thinking clearly yet about all of them). The wizard had been preparing rope trick recently so that the party could have an excape route availible but he abandoned that idea because of the paladin's mount, a dire boar, couldn't come with the party. The paladin's player came to me recently with a dragon magazine (299) with paladin spells including a second level spell that makes his mount into a diminutive creature for 1 hr/lvl. Looking over that other article I saw a lot of things I'd love to have as a player, that makes me a bit uncomforable. its an extension of a trend that puts me in a bit of an awkward position. [b]game style[/b] Paladins spells are pretty limited. They are usually straight combat enhancement (improve weapons weapons, combat related bonuses, avoid mind control effects, etc), defensive/healing or detection (focused on finding evil). Though I don't actually give access to either of the books in my game Relics and Rituals & Magic of Faerun significantly enhanced the complement of spells availible to paladins. Generally spells increased either paladin's abilities or their functionality without altering what was availible to the class. Techincally though paladin's got access to teleportation & attribute enhancement. However the dragon mag goes a lot further. its not that spells aren't flavorful, they generally are. The strong orientation towards paladin's mount related stuff is kind of refreshing. But now paladins can effectively cast fly (Winged Mount 4th leve), can cast hold person at first level with a successful weapon strike (word of binding), negatgate mind effecting spells (moment of clairy 2nd), among other things. As a DM I see this stuff and think that it would be great for the players to have access to this stuff. The wizard is always getting confused, the mount thing has been a problem and a flying dire boar would be intersting later in the game. But the 9th level wizard can't make a large creature diminuitive, just learned the spell fly and can't break a mind-enchantment without dispelling everything else on the person. A spell casting oriented paladin can be a neat game idea and would give the class some more flexibility (often people complain about Paladin's multiclassing restrictions). [b]overcoming through roleplaying not book buying[/b] A paladin with a special mount has some interesting roleplaying issues. Getting the creature saddled and cared for, dealing with its peculiar desires (the wild boar like to hunt in the wild for food for example). I'm not sure that every class being able to overcome its detriments through spell casting is a good game blance idea. Warriors in heavy armor don't have abilities that remove their movement and dex restrictions. Druids can't cast a spell to allow their wild shape to benift from to wear armor. Should paladin's be able to cast a spell to make a class benift (the mount) not have any of the associated pentalites (you have a bit animal which can't go everywhere). Comments? [/QUOTE]
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