TwoSix
Everyone's literal second-favorite poster
On that note, I will now move away and attack at range.You mark the internet until the end of your next turn.

On that note, I will now move away and attack at range.You mark the internet until the end of your next turn.
I sort of agree with that, actually.I am certainly biased,but IMO, one of the best arguments in favor of 4e is the quality and class of its proponents.
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Well, there's a couple extra conversations going on at once, in regards to paladins. The one I'm most interested in is the whole "4e doesn't punish you, it encourages you" thing. I think it's valid in one sense, in that there is a certain "carrot and the stick" thing going on, here. On the other hand, both the 3e and the 4e have mechanics that encourage you to act certain ways. In 4e, you have Valiant Strike, etc., and in 3e, you have the code, the aura (stay close to allies), turn undead (fight undead), and smite evil (fight against evil). There's definitely a theme in 3e, but I'm not sure it's "theme" in the sense that you use the word on these boards.
Well, again, not necessarily. It could be overconfident or arrogant (running into enemies you think you can handle). Or survivalist (I can fight harder when I'm surrounded, even if I don't run into it). Or guard-like (let myself get surrounded to keep things off other people). If it was "+1 to hit per adjacent enemy, but only if you charge" or something, I could see "valiant" or "arrogant" more strongly emphasized.
These might all seem "brave" in a sense, but, the thing is, while the power is encouraging you to take a particular action, it's not commenting on the motivation for that action. For example, take a Paladin with Valiant Strike, who is surrounded by 4 enemies that can move slightly faster than he can. He can move away (provoking attacks), and they can move after him. This might repeat over and over, and is a losing proposition for him. So, fight is smarter than flight, right now. He attacks with Valiant Strike, but it's not because he wants to stay; he simply attacks because running is suicide.
While Valiant Strike can definitely be used to show a form of bravery, I don't think the mechanic encourages anything more than a particular action -fighting multiple enemies. The motivations for engaging in that action are yet to be decided, and thus divorced from an inherent "theme". At least, that's how I see it.
I think he was saying that 3e and 4e were the same in this respect -they both encourage particular actions, giving you mechanical incentives to act in a particular way in-game when playing that class. 4e and Valiant Strike, 3e and fight evil, etc. As always, play what you like![]()
He also has limits on the magic items he can keep, he has to tithe, and he has a noticeably slower XP advancement table, on top of some other behavioral requirements. So it's not like he's really better in every single respect to a fighter. He's better in some ways but pays for it in others. It's not appropriate to try to say, from a game theoretic perspective, that the paladin dominates the fighter in every way because there are ways in which the fighter's lot is better than the paladin's.
I other (RP) restrictions are the whole nut of the thing, sure they're a disadvantage if you trigger them, otherwise they don't do anything. The benefits of being a paladin in 1e for instance are VERY cool. The restrictions don't come close to balancing them out. It is just not really a great design.
Given how well it worked in so many groups, once again I think pegging it as bad design is applying your own preferences to it. It is good design for a certain kind of game. You may not think it balanced out, but my years of direct observation are that it did for my group and most people I knew. Playing a paladin was not easy. Having to operate within the limits of a code, does limit their options and that is a disadvantage. I always felt the limitations on them balanced out what they got.
Because 4e was not designed from an in-universe perspective; it was designed from an out-of-universe perspective. If you ask yourself about a design limitation in previous editions, you can probably explain something from an in-character perspective. In 4e, the answer to any question about a design decision is "because it's not balanced."
Because 4e was not designed from an in-universe perspective; it was designed from an out-of-universe perspective. If you ask yourself about a design limitation in previous editions, you can probably explain something from an in-character perspective. In 4e, the answer to any question about a design decision is "because it's not balanced."
That's why there are a plethora of feats that let people give their Fighters plate mail or otherwise deviate from the default playstyle, right?It was just one more place 4e was keen on dictating that a certain class had a certain playstyle and Thou Shall Not derive from it because WotC knows best.
So, is the paladin thing beaten to death? How about a slight diversion? What about rangers? How did AD&D style design work there? Seemed to me like there were some things that were OK, but a lot of puzzlement. Looking at the restrictions:
1) Must be good - What? There are no woodland scout type guys that aren't good? I have no idea why this restriction exists, except as purely a counterweight to the class's better features vs a fighter. It lacks even the logic of reinforcing a specific trope the class is designed for. I mean Paladin by its nature refers to a good guy, 'woodland warrior' has no such connotations.
2) May not hire servants/men-at-arms before 8th level. Again, what is this reinforcing? It certainly seems to be aimed again at balancing the class. It may also force you to be a loner, but I don't understand the whole reason for that, since it doesn't fit the general archetype in any consistent way.
3) No more than 3 rangers may ever associate together. Again, I can't see what this is doing. It is a virtually meaningless restriction anyway, but why if the ranger is supposed to be a lone operator does this only apply to other rangers?
4) The 'travel light' restriction. Why does this need to be a rule?
So, we have one restriction that seems to have no basis in anything, 2 that are aimed at making you a loner, but again this isn't consistently an aspect of the archetype, and a restriction that has little meaningful effect.
The BENEFITS are also a bit of an odd lot. Some of them like the ESP benefit seem to be nothing but nods to Aragorn. Others make sense, but I never understood the magic user spells or the giant class creature bonus. They aren't BAD, and at the level of development of rules systems that AD&D was at (all options hard-coded, sub-classes very rigid on top of broad archetype base classes) its unremarkable.
BUT if we compare this with the 4e ranger there are surely interesting contrasts. The 1e ranger is more flexible in terms of fighting styles. The lack of restrictions is nice though. Where the 1e ranger is only doing one very specific thing the 4e one can handle a lot more of the underlying archetype. As usual a lot of the 1e version's limitations feel to me like they should be choices for the player to make and the advantages plus disadvantages of 1e class design was overly limiting. The 4e ranger is no better than the other classes and thus doesn't have to have some "you're a loner or else!" wedged in, it can be an RP option for the player to explore (or not as the case may be).
The other thing with the 1e ranger was IMHO beyond the "you must RP this way" stuff it didn't capture a lot of useful conceptual space. For instance why can only rangers track? The whole design of 4e lends well to a slew of different character concepts. Comparisons to 3.5 might be more useful here, but basically with 3.5 why take ranger over fighter unless you want the specific class features? You have plenty of feats and PrCs and etc to use to provide your fighter with mechanical color. I was never sure what the point of most of the more specific subclasses was in 3.x. You can graft stuff onto the fighter, like a few druid levels and tracking. This makes the restrictions of the ranger especially odd in 3.x as there seem few reasons to put up with them and they can easily be pretty out of place in many of the characters the system lets you construct. The 1e ranger is thematically cohesive, the 3e one's features seem like they'd be better as selectable options for fighters.