WizarDru
Adventurer
Well, some of the restrictions were play-tester recommended, because without them, they didn't 'feel' right. This is the most commonly cited source of the multi-classing restriction, for example.Quasqueton said:So, with all the restrictions, why aren't paladins given a little extra power to make up for it?
If paladins essentially have to take the hard way (straight and up front), why don't they have some extra abilities to support this method of operation? Like a constant protection from evil (like in the older editions of the game)? Or a bonus to AC based on Charisma (like monks have with Wisdom)? Or bonus hit points based on Charisma?
As it is, it seems paladins are expected to take the harder road, but they have no support from their diety (or the universal powers of Law and Good) to aid them above what is balanced with other classes without the "harder road" code.
Paladins get plenty of support from their deity, if they actually follow one (and they don't). Spellcasting, Detect evil, lay on hands and a variety of other powers that no fighter can possess without multiclassing, for example. A divine companion in the form of a powerful mount is another example. Divine Grace is a constant ability, as are Aura of Courage and Divine Health...both are tools that a paladin can use to go amidst danger and pass through unscathed. The paladin's spellcasting abilities directly support his mission, as well.
And this doesn't even consider the potential social aspects of the paladin. A mercenary, thief or hedge wizard may not be welcome at court as readily as a champion of the king's justice and servant of the peace. A paladin stands out, for the exact same code that sets him apart. A peasant knows that the paladin is trustworthy, that he will come to their aid when perhaps no one else will. He incites fear and jealousy in the wicked, trust in the righteous and nobility in the brave.
One need only look at some of the story hours to see some excellent paladins, played by folks who clearly see the value in them. Look to Sepulchrave's story hour (in my .sig) for what I consider to be the Iconic Paladin. Piratecat's story hour features two (count 'em) paladins of Aeos, both different and distinct. My story hour features an elven paladin rightfully called 'the Paragon' by his diety's followers. You could also look to Wulf's story hour (all in .sig below) for an example of a Paladin done horribly, horribly wrong).
Paladins allow for quite a good deal of variety within the archetype. I've never heard people complain about paladins so much as complain about specific players who couldn't do them very well. And that's a whole different problem.
In short, your answer is this: paladins are generally not a favorite of twinks. The very restrictions that make them appealing to most players tend to make them far less attractive to the average power-gamer, IME.