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D&D Older Editions, OSR, & D&D Variants
Adding 3.5 Flavor to the 4e Paladin
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<blockquote data-quote="ComputerSherpa" data-source="post: 4800772" data-attributes="member: 83829"><p>This makes sense, but I'm worried about obsolescing Channel Divinity: Divine Strength. If I give Smite Evil a straight damage bonus, then there's no situation in which Divine Strength is useful. I also have to be careful about not requiring too many feats; my players are only level 3 and they don't have a lot of extra feat slots. If my paladin PC wants to invest in improving one of these powers, that's great, but he's not going to be able to afford one feat to get the power and another for the improved verion.</p><p> </p><p></p><p> </p><p>Hey, cool! I like the powers you linked to--good to see I haven't been the only person thinking about this. If my campaign goes long enough, I may borrow some of those utility powers.</p><p> </p><p>Using the Insight skill to try and detect enemies through solid matter instead of just having an on/off superpower is an interesting idea which I will consider carefully. I have to say I liked the idea of a paladin with glowing eyes looking through walls and unambiguously identifying targets as evil, but making it more chance-based would be more consistent with the rest of the system. Maybe I'll make it so that looking directly at a target gives you a 100% chance to identify their alignment, but when looking through walls you have to make an Insight check.</p><p> </p><p></p><p> </p><p>No, not really. I'm not so fond of anti-paladins. You can, if you want.</p><p> </p><p></p><p> </p><p>Saying you can use two out of your 3-4 Channel Divinity abilities per encounter is going to get complicated to track. I'm more inclined to give Detect Evil to him as an additional class feature, since (if it's not upgraded with the Improved Detect Evil feat) it provides no additional firepower during combat.</p><p> </p><p>Here's one thing that bothers me about the way Detect Magic works (and it'd probably be safe to base Detect Evil on the same mechanic): Sense the Presence of Magic is DC 20 + 1/2 the power's level (PHB p. 181). This means that as effects get more powerful they get harder to detect. Wouldn't you expect it to be the other way 'round? An overwhelmingly powerful Magical Zone of Doom cast by a level 30 archmage should be much easier to sense than a cloud of daggers cast by a novice. Granted, this would make Detect Magic scale really weird, but there's got to be a way to make it make more sense than the current version.</p></blockquote><p></p>
[QUOTE="ComputerSherpa, post: 4800772, member: 83829"] This makes sense, but I'm worried about obsolescing Channel Divinity: Divine Strength. If I give Smite Evil a straight damage bonus, then there's no situation in which Divine Strength is useful. I also have to be careful about not requiring too many feats; my players are only level 3 and they don't have a lot of extra feat slots. If my paladin PC wants to invest in improving one of these powers, that's great, but he's not going to be able to afford one feat to get the power and another for the improved verion. Hey, cool! I like the powers you linked to--good to see I haven't been the only person thinking about this. If my campaign goes long enough, I may borrow some of those utility powers. Using the Insight skill to try and detect enemies through solid matter instead of just having an on/off superpower is an interesting idea which I will consider carefully. I have to say I liked the idea of a paladin with glowing eyes looking through walls and unambiguously identifying targets as evil, but making it more chance-based would be more consistent with the rest of the system. Maybe I'll make it so that looking directly at a target gives you a 100% chance to identify their alignment, but when looking through walls you have to make an Insight check. No, not really. I'm not so fond of anti-paladins. You can, if you want. Saying you can use two out of your 3-4 Channel Divinity abilities per encounter is going to get complicated to track. I'm more inclined to give Detect Evil to him as an additional class feature, since (if it's not upgraded with the Improved Detect Evil feat) it provides no additional firepower during combat. Here's one thing that bothers me about the way Detect Magic works (and it'd probably be safe to base Detect Evil on the same mechanic): Sense the Presence of Magic is DC 20 + 1/2 the power's level (PHB p. 181). This means that as effects get more powerful they get harder to detect. Wouldn't you expect it to be the other way 'round? An overwhelmingly powerful Magical Zone of Doom cast by a level 30 archmage should be much easier to sense than a cloud of daggers cast by a novice. Granted, this would make Detect Magic scale really weird, but there's got to be a way to make it make more sense than the current version. [/QUOTE]
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Adding 3.5 Flavor to the 4e Paladin
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