James Gasik
We don't talk about Pun-Pun
I mean, pretty much, nothing in D&D really maps to "reality" in any way, and everything about combat, from AC to hit points, to the turn order, is completely abstract beyond "being stabbed with sword enough times eventually kills you".I have real issues in understanding what you write. If I understand you correctly you are mapping the procedure of the game to actions in the fiction. Well I do not do that, not with D&D, because in my opinion the whole thing starting with AC and Hit Points make no sense.
I do not have a problem with smite as currently implemented and we do not have a basis for an argument, we are fundamentally at odds irrespective of any flaws in my understanding of your position.
The fact that a given proud nail bothers some people isn't abnormal; if you see the game as more than just a "fantasy simulator" and want to achieve some level of immersion, then there's always going to be some weird thing that pulls you out of the illusion and disrupts verisimilitude.
I think we all have that "one thing" (or more than one thing; I have a list!) of stuff about the game that irks us. If it's simply a matter of finding a way for it to "make sense", that's one thing. But sometimes I see debates like this, and it seems more like some people want to use this as an excuse to nerf characters because of some perceived imbalance.
Now is the Paladin balanced? That's hard to say; in many respects, they might have the most resilient chassis of any class in 5e. They excel at hit points, defense, saves, they have decent burst damage, spellcasting that isn't 100% gimped like an Eldritch Knight, as well as a few immunities and party buffs. Seems pretty solid.
But actually playing one, you realize that spellcasting is poor because you're not really built to be a melee caster; until you find a way to bolster your concentration check, most spells you'd want to cast can fall off very quickly what with you being the target of bad guy's ire. The defensive options are nice, but you're a backup healer in a game where healing isn't great to begin with, and all you really do is chuck a bunch of dice at enemies until your tank runs dry and then you just say "I attack for middling damage" the rest of the session. (Limiting Smite to once per turn seems like a good thing for pacing, since as it is now, I see no reason not to Smite everything you can to end fights as soon as possible).
Which, if that's your bag, more power to you, but I don't find that terribly fun. Opening up Smite to non-standard builds is at least interesting, and I'm hoping subclasses will do something with this idea; maybe we'll get the Sacred Fist or the Divine Hunter!
The ability to wait until you know you're not going to waste your cool thing when you use it is nice, and I like how classes and subclasses that rely on hitting an enemy were given that consideration (Paladin with Smite, Monks with Stunning Strike, Battlemasters with their Maneuvers); it's already bad enough when you whiff in combat and do nothing for however many minutes it takes to get back to your turn, but losing your "I do a cool thing" resource on top of it just bites.
I would need a very good reason to want to see this changed beyond "it doesn't make sense to me", especially in a game where, as I said before, Wizards can totally react to hits after the fact to decide if they want something to hit them or not with Shield. And don't even get me started on Shield v. Magic Missile, lol.