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The Society of 3.5 Revisionists
Rules Mechanics that should be jettisoned
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<blockquote data-quote="Kerrick" data-source="post: 5081307" data-attributes="member: 4722"><p>Or you could simply make new spells for paladins only.</p><p></p><p></p><p>Like... <a href="http://project-phoenix.wikidot.com/classes:paladin" target="_blank">a knight</a>?</p><p></p><p></p><p>That's because paladins don't have L5 spells, but it fits them well. </p><p> </p><p></p><p>The paladin's caster level is half his class level.</p><p></p><p></p><p>There aren't a whole lot of paladin/ranger spells, but there are some.</p><p></p><p></p><p>I agree in part, and partly with Sadrik. Each class should be unique enough to stand on its own and bring something of its own to the table. As it stands, paladins are a cleric/fighter multiclass; rangers are slightly better, as they combine elements of the fighter, rogue, and druid. The easiest way to fix this problem is to give them both unique class features that help define their roles more clearly. A paladin, for example, is a champion of his god, a holy knight who smites the enemies of the church. The ranger is a wilderness scout who's got advanced training in stealth, archery, and hunting. </p><p></p><p>The problem with 3.x is that very few base classes actually have any class features, making them very bland and non-specific (I think the designers realized this, as we saw new, more focused base classes in every splatbook, most of which could have been relegated to the status of PrCs).</p><p></p><p></p><p>That would go a long way toward nerfing spellcasters' power, but I'm not sure that's not overdoing it. For most spellcasters, spells are all they get - if you reduce those to 1/3 levels and effectively put the highest-level stuff out of reach (most groups never play past L15), who would want to play a spellcaster? It'd be great for a low-magic world, but not a D&D standard world.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 5081307, member: 4722"] Or you could simply make new spells for paladins only. Like... [url=http://project-phoenix.wikidot.com/classes:paladin]a knight[/url]? That's because paladins don't have L5 spells, but it fits them well. The paladin's caster level is half his class level. There aren't a whole lot of paladin/ranger spells, but there are some. I agree in part, and partly with Sadrik. Each class should be unique enough to stand on its own and bring something of its own to the table. As it stands, paladins are a cleric/fighter multiclass; rangers are slightly better, as they combine elements of the fighter, rogue, and druid. The easiest way to fix this problem is to give them both unique class features that help define their roles more clearly. A paladin, for example, is a champion of his god, a holy knight who smites the enemies of the church. The ranger is a wilderness scout who's got advanced training in stealth, archery, and hunting. The problem with 3.x is that very few base classes actually have any class features, making them very bland and non-specific (I think the designers realized this, as we saw new, more focused base classes in every splatbook, most of which could have been relegated to the status of PrCs). That would go a long way toward nerfing spellcasters' power, but I'm not sure that's not overdoing it. For most spellcasters, spells are all they get - if you reduce those to 1/3 levels and effectively put the highest-level stuff out of reach (most groups never play past L15), who would want to play a spellcaster? It'd be great for a low-magic world, but not a D&D standard world. [/QUOTE]
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