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An Argument for Why Paladins are the Strongest Class in 5E D&D
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<blockquote data-quote="Ashrym" data-source="post: 7944637" data-attributes="member: 6750235"><p>Being great at athletics is just taking athletics proficiency and going STR based.</p><p></p><p>What happens with ASI's is ability scores tend to take priority and combat feats over non-combat feats. In theory fighters can take non-combat feats in their bonus ASI's or just take them in regular ASI's like anyone else. In practice they take STR or DEX first, maybe a good damage feat, and then follow up with CON or additional feats later. Some players spend the ASI's outside of combat but often players wait until 12th, 14th, or 16th level before that's a consideration.</p><p></p><p>Players can do more with fighters using feats but they don't because they play the fighters to fight in the first place so that's where the feats goes.</p><p></p><p>Fighters could take the actor feat and pick up associated skills via background if they want. It's the desire to be better at fighting that gets in the way. </p><p></p><p></p><p></p><p>A huddle invites AoE's from opponents capable of those tactics. Spreading out loses the aura. The party usually knows when it's a good idea to do either based on the opponents they are fighting. The secret here is make smart choices. Looking at the size of dungeon rooms kind of makes it a moot point at times as well -- players are grouped in range by necessity.</p><p></p><p>On that note, however, the aura helps with the save for the AoE and not grouping up doesn't necessarily stop players from getting hit by one anyway. Splitting party up might make less of them get hit by the AoE but it also makes the ones who do get hit (other than the paladin) more susceptible to the same AoE if it comes.</p></blockquote><p></p>
[QUOTE="Ashrym, post: 7944637, member: 6750235"] Being great at athletics is just taking athletics proficiency and going STR based. What happens with ASI's is ability scores tend to take priority and combat feats over non-combat feats. In theory fighters can take non-combat feats in their bonus ASI's or just take them in regular ASI's like anyone else. In practice they take STR or DEX first, maybe a good damage feat, and then follow up with CON or additional feats later. Some players spend the ASI's outside of combat but often players wait until 12th, 14th, or 16th level before that's a consideration. Players can do more with fighters using feats but they don't because they play the fighters to fight in the first place so that's where the feats goes. Fighters could take the actor feat and pick up associated skills via background if they want. It's the desire to be better at fighting that gets in the way. A huddle invites AoE's from opponents capable of those tactics. Spreading out loses the aura. The party usually knows when it's a good idea to do either based on the opponents they are fighting. The secret here is make smart choices. Looking at the size of dungeon rooms kind of makes it a moot point at times as well -- players are grouped in range by necessity. On that note, however, the aura helps with the save for the AoE and not grouping up doesn't necessarily stop players from getting hit by one anyway. Splitting party up might make less of them get hit by the AoE but it also makes the ones who do get hit (other than the paladin) more susceptible to the same AoE if it comes. [/QUOTE]
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An Argument for Why Paladins are the Strongest Class in 5E D&D
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