Divine Challenge damage is small, yes- but at what point does a fighter's OA against a marked enemy start doing the same amount of damage on average? They both have the same "-2 to hit anybody but me" effect to discourage enemies from swinging elsewhere, and radiant damage resistance isn't nearly as common as radiant vulnerability.
In addition, it's inescapable damage. A DC'd minion either goes for the paladin or does nothing, because attacking anybody else is literal suicide. The paladin might not be able to lock down a lot of enemies at once with any particular ease, but he can ensure that any one minion never, ever attacks anybody but him.
I agree with you here. D&D isn't World of Warcraft. Defenders aren't supposed to have a fool-proof threat mechanic, they are supposed to have tools to make them more attractive targets, in addition to the tactical positioning and maneuvers that they used in previous additions. A paladin will do a better job at protecting the casters than a rogue, and that's the point.
I don't see much to worry about in terms of MAD. The paladin needs either Strength or Charisma, and then Wisdom. Dex and Intelligence are useless aside from Reflex defenses- which are boosted by a paladin's shield- and Constitution is something I'd cheerfully leave at 10. There's a reason a paladin starts with more base healing surges than anyone else.
Here I disagree. I fail to see how someone can build an effective paladin if he prioritizes STR->WIS->CHA. I could see CHA->WIS->STR, CHA->STR->WIS, or STR->CHA->WIS, but if you go with Strength first, I think you have to go with Charisma second, or you will simply be too limited.
Last edited: