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*Dungeons & Dragons
Building a better Paladin
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<blockquote data-quote="jodyjohnson" data-source="post: 7169743" data-attributes="member: 5590"><p>Assuming this is a 'How would/do you house rule the Paladin?' and not a 'What should the 6e Paladin look like?' thread:</p><p></p><p>1. Concentration is a concern for a lot of Melee-based classes so we house rule Concentration - Only roll Con saves when crit'ed or rolling a '1' for saving on a damaging spell. Buff for Ranger, Paladin, Eldritch Knight, Arcane Trickster, and the rest of the casting classes. (Also change the Save to a special Concentration Save/check - Casting Stat or Con plus Proficiency).</p><p></p><p>2. I don't think the Extra Attack classes benefit enough from 'bonus' attacks - so I'd add back the playtest machanic (and 4e) of increasing dice per attack as an option (a player can use Extra attacks or use double dice as an Attack Action and all other attacks outside of that do double dice, or more). Paladin is an Extra attack class so Bonus action attacks, reaction attacks, and other extra attacks outside of the Attack Action for Extra Attack are increased.</p><p></p><p>3. It feels like the Smite spells are not seen as viable options compared to Divine Smite. Reduce starting Smite to +1d8. I have 2 Smite Paladins of 5-6 characters at my regular store game so I don't do this - but if I had my druthers...</p><p></p><p>4. Remove the -5/+10 mechanic. Replaced with Add half strength bonus on heavy weapons for GWM. Replaced with bonus action Aim on ranged or thrown weapon attacks (+1d6). Only mentioned because of interactions with Bless.</p></blockquote><p></p>
[QUOTE="jodyjohnson, post: 7169743, member: 5590"] Assuming this is a 'How would/do you house rule the Paladin?' and not a 'What should the 6e Paladin look like?' thread: 1. Concentration is a concern for a lot of Melee-based classes so we house rule Concentration - Only roll Con saves when crit'ed or rolling a '1' for saving on a damaging spell. Buff for Ranger, Paladin, Eldritch Knight, Arcane Trickster, and the rest of the casting classes. (Also change the Save to a special Concentration Save/check - Casting Stat or Con plus Proficiency). 2. I don't think the Extra Attack classes benefit enough from 'bonus' attacks - so I'd add back the playtest machanic (and 4e) of increasing dice per attack as an option (a player can use Extra attacks or use double dice as an Attack Action and all other attacks outside of that do double dice, or more). Paladin is an Extra attack class so Bonus action attacks, reaction attacks, and other extra attacks outside of the Attack Action for Extra Attack are increased. 3. It feels like the Smite spells are not seen as viable options compared to Divine Smite. Reduce starting Smite to +1d8. I have 2 Smite Paladins of 5-6 characters at my regular store game so I don't do this - but if I had my druthers... 4. Remove the -5/+10 mechanic. Replaced with Add half strength bonus on heavy weapons for GWM. Replaced with bonus action Aim on ranged or thrown weapon attacks (+1d6). Only mentioned because of interactions with Bless. [/QUOTE]
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