CapnZapp
Legend
I'm trying to grok what elements Divine Power added to boost the Defender part of the Paladin class, and I'm coming away with a vague feeling of dissatisfaction.
Is it just me or do you also feel things like Ardent Wow and Divine Sanction are somewhat of a kludge? I see these mechanisms and they tell me "the PHB Paladin isn't good enough and can't be fixed. You need to replace those original ideas with these new elements".
But I don't want that. I want my "... Power" books to repair the plumbing, not replace it.
To go straight to the point; I want to be able to introduce the fixes seamlessly into my existing campaign, for my existing Cha-ladin player, without necessarily adding Divine Power.
So this got me thinking. What about an alternative to this Divine Sanction, which seems to be a carbon-copy of Divine Challenge in everything but name anyway?
How about simply loosening up Divine Challenge? Like:
Target: One or more enemies in burst, up to your Wisdom modifier in number. You cannot target a creature that is currently challenged by you.
On your turn, you must engage at least one of the targets currently challenged or issue a new challenge. If you do neither, at the end of your turn the marked condition ends and you can’t use divine challenge on your next turn.
Now you can challenge more than one critter, and you don't have to "engage" more than one. (Apart from arriving at a much cleaner rules text, if I may say so myself)
To me this seems to accomplish much of what Divine Sanction aims for without a new parallel - and clumsy - structure.
As for Ardent Wow, my immediate thought was "Couldn't they include this without having to rip out the hallmark ability of the Paladin?! They really needed to make this an either or case!?"
Am I missing something here?
Is it just me or do you also feel things like Ardent Wow and Divine Sanction are somewhat of a kludge? I see these mechanisms and they tell me "the PHB Paladin isn't good enough and can't be fixed. You need to replace those original ideas with these new elements".
But I don't want that. I want my "... Power" books to repair the plumbing, not replace it.
To go straight to the point; I want to be able to introduce the fixes seamlessly into my existing campaign, for my existing Cha-ladin player, without necessarily adding Divine Power.
So this got me thinking. What about an alternative to this Divine Sanction, which seems to be a carbon-copy of Divine Challenge in everything but name anyway?
How about simply loosening up Divine Challenge? Like:
Target: One or more enemies in burst, up to your Wisdom modifier in number. You cannot target a creature that is currently challenged by you.
On your turn, you must engage at least one of the targets currently challenged or issue a new challenge. If you do neither, at the end of your turn the marked condition ends and you can’t use divine challenge on your next turn.
Now you can challenge more than one critter, and you don't have to "engage" more than one. (Apart from arriving at a much cleaner rules text, if I may say so myself)
To me this seems to accomplish much of what Divine Sanction aims for without a new parallel - and clumsy - structure.
As for Ardent Wow, my immediate thought was "Couldn't they include this without having to rip out the hallmark ability of the Paladin?! They really needed to make this an either or case!?"
Am I missing something here?
Last edited: