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General Tabletop Discussion
*Dungeons & Dragons
2024 Player's Handbook Reveal #3: "New Paladin"
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<blockquote data-quote="SteveC" data-source="post: 9387175" data-attributes="member: 9053"><p>The Paladin is a great example of a class that's very different depending on your adventuring day. If you have any class that has limited abilities that are better than what they can do at will, you have this issue. I haven't played a Paladin (yet) but every game I've been in has had one, and the spellcasting characters I do play have this issue.</p><p></p><p>It's been my experience (which goes back to the start of 5E where we played Hoard of the Dragon Queen) and we never did days like the suggested six encounter days. I was actually yelled at that quite a bit because I was told the game was balanced around it. Now in 2024 we have a situation where the Paladin is rebalanced because they are more effective if the adventuring day is shorter.</p><p></p><p>To me, what we really need is a thorough discussion of what an adventuring day is if we're going to have limited resources for classes that you can burn through. I'd expect that to be a front-and-center section of the DMG, but players also should know what to expect. I think the Paladin is a great example of how this works directly in the game, since they can spike a bucket full of damage in a small number of encounters, but the Cleric or the Wizard have the same issue (as do pretty much any of the classes that reset on a long rest).</p><p></p><p>People are suggesting that one or two encounters should cut spell slots in half. Maybe that's a good idea, but I frankly don't know. And that's the discussion we should have. If we don't, and don't address <em>all </em>the classes with daily resources, we're just going to reduce what the Paladin contributes and not affect the other classes. And those HPs aren't going to go away by themselves, people! Smite, smite!</p></blockquote><p></p>
[QUOTE="SteveC, post: 9387175, member: 9053"] The Paladin is a great example of a class that's very different depending on your adventuring day. If you have any class that has limited abilities that are better than what they can do at will, you have this issue. I haven't played a Paladin (yet) but every game I've been in has had one, and the spellcasting characters I do play have this issue. It's been my experience (which goes back to the start of 5E where we played Hoard of the Dragon Queen) and we never did days like the suggested six encounter days. I was actually yelled at that quite a bit because I was told the game was balanced around it. Now in 2024 we have a situation where the Paladin is rebalanced because they are more effective if the adventuring day is shorter. To me, what we really need is a thorough discussion of what an adventuring day is if we're going to have limited resources for classes that you can burn through. I'd expect that to be a front-and-center section of the DMG, but players also should know what to expect. I think the Paladin is a great example of how this works directly in the game, since they can spike a bucket full of damage in a small number of encounters, but the Cleric or the Wizard have the same issue (as do pretty much any of the classes that reset on a long rest). People are suggesting that one or two encounters should cut spell slots in half. Maybe that's a good idea, but I frankly don't know. And that's the discussion we should have. If we don't, and don't address [I]all [/I]the classes with daily resources, we're just going to reduce what the Paladin contributes and not affect the other classes. And those HPs aren't going to go away by themselves, people! Smite, smite! [/QUOTE]
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2024 Player's Handbook Reveal #3: "New Paladin"
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