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General Tabletop Discussion
*Dungeons & Dragons
8/5/2013 Playtest: Classes
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<blockquote data-quote="ppaladin123" data-source="post: 6166361" data-attributes="member: 60923"><p>Paladin:</p><p></p><p>1. Aura of Protection comes a bit late. It is divine grace but better (since it stacks with rather than replaces ability modifiers). It is more powerful than the previous intervention ability since it is always one rather than a reaction but 10 feet is a very small aura. Would have preferred something with a greater radius but perhaps weaker.</p><p></p><p>2. Immunity to fear doesn't come until level 15. That is a long time to wait to get the paladin's signature ability.</p><p></p><p>3. Glad lay on hands is no longer tied to channel divinity.</p><p></p><p>4. Why do paladins have to be worse at turning undead than clerics? What was wrong with the way it was?</p><p></p><p>5. You get one channel divinity per short rest. That powers smite, turn undead, divine recovery, and holy nimbus. Clerics eventually get 2/short rest. Monks have a growing ki pool. Some fighters have a growing number of dice to spend on moves. Could paladins maybe get a little bit more of that resource to spend?</p><p></p><p>6. Divine recovery and holy nimbus come too far out to ever appear in most games.</p><p></p><p>7. Why can't my paladin do any of the defender stuff that a knight can? </p><p></p><p>8. Would have loved to see some sort of resistance to charm as in Pathfinder to model "resolve."</p><p></p><p>9. Fighters are better defenders, more accurate and have more attacks per round. It isn't clear that the paladin is anymore resistant to damage/spells/whatever than anyone else. The other melee classes seem likely to out-damage the paladin by a fair amount. So I am not really sure what the paladin brings to the table. Why would you bring a paladin over a knight or barbarian? You likely already have a cleric in your group...</p><p></p><p>10. Can we please have an option besides a special mount? I don't want to ride a horse and roll dice for my horse. I want to explore dungeons. Give us the option for a sentient sword or enhanced spell casting or more smites or something.</p><p></p><p>11. With only the 4 ability bumps/feats (clerics get 5 for some reason and so do rogues. Everyone else is stuck with 4 except the fighter with 7. Not sure how they determined this), the paladin is likely to never be able to cleave, charge, get cantrips, etc. With the right feats I could make a knight fighter that does a lot of what a paladin can do.</p></blockquote><p></p>
[QUOTE="ppaladin123, post: 6166361, member: 60923"] Paladin: 1. Aura of Protection comes a bit late. It is divine grace but better (since it stacks with rather than replaces ability modifiers). It is more powerful than the previous intervention ability since it is always one rather than a reaction but 10 feet is a very small aura. Would have preferred something with a greater radius but perhaps weaker. 2. Immunity to fear doesn't come until level 15. That is a long time to wait to get the paladin's signature ability. 3. Glad lay on hands is no longer tied to channel divinity. 4. Why do paladins have to be worse at turning undead than clerics? What was wrong with the way it was? 5. You get one channel divinity per short rest. That powers smite, turn undead, divine recovery, and holy nimbus. Clerics eventually get 2/short rest. Monks have a growing ki pool. Some fighters have a growing number of dice to spend on moves. Could paladins maybe get a little bit more of that resource to spend? 6. Divine recovery and holy nimbus come too far out to ever appear in most games. 7. Why can't my paladin do any of the defender stuff that a knight can? 8. Would have loved to see some sort of resistance to charm as in Pathfinder to model "resolve." 9. Fighters are better defenders, more accurate and have more attacks per round. It isn't clear that the paladin is anymore resistant to damage/spells/whatever than anyone else. The other melee classes seem likely to out-damage the paladin by a fair amount. So I am not really sure what the paladin brings to the table. Why would you bring a paladin over a knight or barbarian? You likely already have a cleric in your group... 10. Can we please have an option besides a special mount? I don't want to ride a horse and roll dice for my horse. I want to explore dungeons. Give us the option for a sentient sword or enhanced spell casting or more smites or something. 11. With only the 4 ability bumps/feats (clerics get 5 for some reason and so do rogues. Everyone else is stuck with 4 except the fighter with 7. Not sure how they determined this), the paladin is likely to never be able to cleave, charge, get cantrips, etc. With the right feats I could make a knight fighter that does a lot of what a paladin can do. [/QUOTE]
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