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A Paladin Problematic
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<blockquote data-quote="keterys" data-source="post: 5392595" data-attributes="member: 43019"><p>On the suggestion side of things.</p><p></p><p>If any one power seems to be extraordinarily strong, I recommend that you submit it for errata on the wotc boards. It won't necessarily get addressed, but it's a good way to inform future design. And the more egregious stuff - like pre-errata Hospitaler - does get addressed sometimes.</p><p></p><p>The other angle is that sometimes a DM can't actually cater the adventure to the PCs, even at Epic. If you're writing a module for public consumption or DMing Living Forgotten Realms, for example, you don't necessarily know what you're going to run into. It's also possible, via hybriding or half-elfing to be a paladin that is extremely difficult to get into melee at all or has near impossible defenses for a couple rounds per encounter. I know a tiefling hybrid who did damage and had +Cha to all defenses for 1 round per combat, then used Mantle of Unity to maintain the Cha bonus for another round after - while also applying it to the rest of the party - so aura 5 of blinding abilities on a character that is already causing difficult for a DM might frustate a DM.</p><p></p><p>A good DM will save the game from being entirely wrecked by certain combinations, but at the end of the day I think the most profitable thing is not to look for rules corrections, but rather to just have a conversation with the group.</p><p></p><p>Something like 'Well, things have been feeling well.. too easy, lately... boring, even. And not to say that they couldn't be - that last fight would have totally dropped half of us. If not for the resist 20 we all had, anyways. What I mean is, I'd rather we were just a little less tough, so that I got to use my immediate interrupt defenses without feeling they were unnecessary. This power here and that power there actually make me feel, well, a little dirty when I use them. Are there any other kickass powers at that level that shut the DM down a bit less?'</p><p></p><p>Reminds me a little of a BESM game I did once, where we made characters, then compared stats. And the first person could do, let's call it 5 damage, and resist let's call it 3 damage... and the second person could do let's call it 10 damage, and resist 5... and the last person could do 30 and resist 20. So we conferred, and optimized and de-optimized as appropriate to meet in the middle.</p></blockquote><p></p>
[QUOTE="keterys, post: 5392595, member: 43019"] On the suggestion side of things. If any one power seems to be extraordinarily strong, I recommend that you submit it for errata on the wotc boards. It won't necessarily get addressed, but it's a good way to inform future design. And the more egregious stuff - like pre-errata Hospitaler - does get addressed sometimes. The other angle is that sometimes a DM can't actually cater the adventure to the PCs, even at Epic. If you're writing a module for public consumption or DMing Living Forgotten Realms, for example, you don't necessarily know what you're going to run into. It's also possible, via hybriding or half-elfing to be a paladin that is extremely difficult to get into melee at all or has near impossible defenses for a couple rounds per encounter. I know a tiefling hybrid who did damage and had +Cha to all defenses for 1 round per combat, then used Mantle of Unity to maintain the Cha bonus for another round after - while also applying it to the rest of the party - so aura 5 of blinding abilities on a character that is already causing difficult for a DM might frustate a DM. A good DM will save the game from being entirely wrecked by certain combinations, but at the end of the day I think the most profitable thing is not to look for rules corrections, but rather to just have a conversation with the group. Something like 'Well, things have been feeling well.. too easy, lately... boring, even. And not to say that they couldn't be - that last fight would have totally dropped half of us. If not for the resist 20 we all had, anyways. What I mean is, I'd rather we were just a little less tough, so that I got to use my immediate interrupt defenses without feeling they were unnecessary. This power here and that power there actually make me feel, well, a little dirty when I use them. Are there any other kickass powers at that level that shut the DM down a bit less?' Reminds me a little of a BESM game I did once, where we made characters, then compared stats. And the first person could do, let's call it 5 damage, and resist let's call it 3 damage... and the second person could do let's call it 10 damage, and resist 5... and the last person could do 30 and resist 20. So we conferred, and optimized and de-optimized as appropriate to meet in the middle. [/QUOTE]
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