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General Tabletop Discussion
*Dungeons & Dragons
Building a better Paladin
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<blockquote data-quote="DaveDash" data-source="post: 7165035" data-attributes="member: 6786202"><p>Lol why are you comparing Level 17 characters against each other when 90% of games will never get there, and Fighters get a nice huge boost at that level to their DPR due to multiple action surges. Also Paladins can use GWM for -5/+10 as well quite easily don't forget, and their damage output also means they're very likely killing creatures and procing that extra attack. This is all stuff I've seen in game regularly. </p><p></p><p>For a valid comparison you'll need to compare across all levels and average out the DPR, with more of a weight towards level 3-10 where most campaigns in reality actually play out. And then realise you're ONLY comparing damage in a fight, and ignoring all the juicy other stuff a Paladin brings to the table that a Fighter does not.</p><p></p><p>Also in the games I ran, it WAS quite a common tactic to go in there with Hold Person against NPCs and let the Paladin rip into them. Once your caster DC gets high enough and due to saving throws not scaling in D&D it was basically the "I win" button against most NPCs/Humanoids. Also note vengeance Paladins can get advantage on their attacks 1/short rest - which is a huge boost to their "actual" DPR especially with GWM, AND cast hold person if required.</p><p></p><p>As usual, in game experience > theorycrafting.</p><p></p><p>Fighters aren't weak either by the way, they're a pretty solid strong class. From a pure min/max perspective, Paladins are mostly better to have along in your group (buffing, healing, aura, social aspects), unless you need a ranged Fighter + sharpshooter.</p></blockquote><p></p>
[QUOTE="DaveDash, post: 7165035, member: 6786202"] Lol why are you comparing Level 17 characters against each other when 90% of games will never get there, and Fighters get a nice huge boost at that level to their DPR due to multiple action surges. Also Paladins can use GWM for -5/+10 as well quite easily don't forget, and their damage output also means they're very likely killing creatures and procing that extra attack. This is all stuff I've seen in game regularly. For a valid comparison you'll need to compare across all levels and average out the DPR, with more of a weight towards level 3-10 where most campaigns in reality actually play out. And then realise you're ONLY comparing damage in a fight, and ignoring all the juicy other stuff a Paladin brings to the table that a Fighter does not. Also in the games I ran, it WAS quite a common tactic to go in there with Hold Person against NPCs and let the Paladin rip into them. Once your caster DC gets high enough and due to saving throws not scaling in D&D it was basically the "I win" button against most NPCs/Humanoids. Also note vengeance Paladins can get advantage on their attacks 1/short rest - which is a huge boost to their "actual" DPR especially with GWM, AND cast hold person if required. As usual, in game experience > theorycrafting. Fighters aren't weak either by the way, they're a pretty solid strong class. From a pure min/max perspective, Paladins are mostly better to have along in your group (buffing, healing, aura, social aspects), unless you need a ranged Fighter + sharpshooter. [/QUOTE]
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