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Monks Are Not Tanks And Shouldn’t Be
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<blockquote data-quote="Mephista" data-source="post: 9072361" data-attributes="member: 6786252"><p>The paladin's central class fantasy involves being a holy knight, and all variations thereof, following their own codes of chivalry, or holy commandments, etc. Fey knight, dark knight, chosen hero, royal knight... all variations of the same concept. Smites, auras, spells all related to that fantasy. The oath itself is related to that class fantasy.</p><p></p><p></p><p></p><p></p><p>Well, there's the access to Divine magic, which implies a connection to deities, who generally have moral codes. Smites and auras are usually related to deities as well. </p><p></p><p></p><p>Depends on what you mean by good. Like, knights are a fun archetype to play. Which doesn't have as much to do with mechanics. If, by good, you mean "mechanically good" then you're basically saying:</p><p></p><p>Paladins are mechanically good because their mechancis are good. Like... that doesn't tell anyone anything. </p><p></p><p>That's a very good way to piss off a player base. People generally want the monk to live up to its class fantasy. As I've said elsewhere, the most important thing when it comes to mechanics is VIBES. If its not vibing, its not a good mechanic. </p><p></p><p>Remember. When it comes to most players, they'll pick a story-based concept to play first, and then pick a class and other mechanics to represent that story-based concept. They will want those mechanics to be relatively balanced - too strong or too weak isn't fun for most people.</p></blockquote><p></p>
[QUOTE="Mephista, post: 9072361, member: 6786252"] The paladin's central class fantasy involves being a holy knight, and all variations thereof, following their own codes of chivalry, or holy commandments, etc. Fey knight, dark knight, chosen hero, royal knight... all variations of the same concept. Smites, auras, spells all related to that fantasy. The oath itself is related to that class fantasy. Well, there's the access to Divine magic, which implies a connection to deities, who generally have moral codes. Smites and auras are usually related to deities as well. Depends on what you mean by good. Like, knights are a fun archetype to play. Which doesn't have as much to do with mechanics. If, by good, you mean "mechanically good" then you're basically saying: Paladins are mechanically good because their mechancis are good. Like... that doesn't tell anyone anything. That's a very good way to piss off a player base. People generally want the monk to live up to its class fantasy. As I've said elsewhere, the most important thing when it comes to mechanics is VIBES. If its not vibing, its not a good mechanic. Remember. When it comes to most players, they'll pick a story-based concept to play first, and then pick a class and other mechanics to represent that story-based concept. They will want those mechanics to be relatively balanced - too strong or too weak isn't fun for most people. [/QUOTE]
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Monks Are Not Tanks And Shouldn’t Be
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