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<blockquote data-quote="FireLance" data-source="post: 4209503" data-attributes="member: 3424"><p>Let's not confuse the problems here. The "run away" paladin problem was a concern because it was too effective a tactic - the marked monster couldn't attack the paladin and would take damage if it attacked anyone else. This goes some way towards fixing the problem since the paladin can't actually "run away". He has to make at least a ranged attack against the target once per round. He can still avoid engaging opponents that only have melee attacks, but opponents with ranged attacks can attack him back.</p><p></p><p>In addition, the paladin defends by drawing attacks, not with "stickiness" like a fighter. A paladin doesn't need to be close to the enemy to defend. His challenge still works against opponents that could attack the party while remaining out of melee reach, e.g. an archer on a ledge or a balcony, by drawing such ranged attacks away from the other characters.</p></blockquote><p></p>
[QUOTE="FireLance, post: 4209503, member: 3424"] Let's not confuse the problems here. The "run away" paladin problem was a concern because it was too effective a tactic - the marked monster couldn't attack the paladin and would take damage if it attacked anyone else. This goes some way towards fixing the problem since the paladin can't actually "run away". He has to make at least a ranged attack against the target once per round. He can still avoid engaging opponents that only have melee attacks, but opponents with ranged attacks can attack him back. In addition, the paladin defends by drawing attacks, not with "stickiness" like a fighter. A paladin doesn't need to be close to the enemy to defend. His challenge still works against opponents that could attack the party while remaining out of melee reach, e.g. an archer on a ledge or a balcony, by drawing such ranged attacks away from the other characters. [/QUOTE]
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