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[4e] Paladin (feat) advice needed
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<blockquote data-quote="MwaO" data-source="post: 6820231" data-attributes="member: 12749"><p>Right. For a Paladin in a core-only game, they have a couple of issues:</p><p>Divine Challenge isn't particularly spectacular. It is a mark that for the most part, DMs should ignore once they get to high heroic unless something else is going on - 7-8 points of damage isn't that great when the expectation is about 20-30 hp of damage a round. Divine Sanction is really good because there are a couple of 'close burst 3 Divine Challenge everyone until end of next turn' powers that are obvious choices. Doing 7-8 damage to one target isn't a big deal. Doing 7-8 damage to half the encounter really shortens the length of an encounter.</p><p></p><p>Given it isn't spectacular, monsters have two ways of getting to do what they want - shift/charge or use ranged attack or move/do whatever they want. On a melee monster, they probably want to use move/big encounter power. If you have a good MBA, you make them want to instead do shift/charge for melee basic. Or you punish them for using their best option, shortening the combat.</p><p></p><p>i.e. you want to establish a catch-22 - attack me or have bad things happen. The stronger both sides are of the equation, the less choices the target has and the less healing the party will need as a whole.</p></blockquote><p></p>
[QUOTE="MwaO, post: 6820231, member: 12749"] Right. For a Paladin in a core-only game, they have a couple of issues: Divine Challenge isn't particularly spectacular. It is a mark that for the most part, DMs should ignore once they get to high heroic unless something else is going on - 7-8 points of damage isn't that great when the expectation is about 20-30 hp of damage a round. Divine Sanction is really good because there are a couple of 'close burst 3 Divine Challenge everyone until end of next turn' powers that are obvious choices. Doing 7-8 damage to one target isn't a big deal. Doing 7-8 damage to half the encounter really shortens the length of an encounter. Given it isn't spectacular, monsters have two ways of getting to do what they want - shift/charge or use ranged attack or move/do whatever they want. On a melee monster, they probably want to use move/big encounter power. If you have a good MBA, you make them want to instead do shift/charge for melee basic. Or you punish them for using their best option, shortening the combat. i.e. you want to establish a catch-22 - attack me or have bad things happen. The stronger both sides are of the equation, the less choices the target has and the less healing the party will need as a whole. [/QUOTE]
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[4e] Paladin (feat) advice needed
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