Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Certain Justice - Megaoverpowered?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Turtlejay" data-source="post: 4911718" data-attributes="member: 70267"><p>Of course I don't mind responding. I did respond first to the query, see post #2 in this thread. I feel like a Paladin's marking mechanic makes this Power less deadly than it might seem at first blush.</p><p> </p><p>I have quite a bit of experience playing a Paladin. I played one from 1st-8th level. I know that the marking mechanic encourages you to change marks depending on the situation. My Paladin rarely kept one mob locked down.</p><p> </p><p>In our current campaign my friend plays a Paladin. His playstyle is different, so he tends to keep enemies marked better, but his mark still only lasts two or three rounds, ending when an enemy dies, or when he is unable to maintain the mark.</p><p> </p><p>So, taking this power means a dramatic playshift in how you play a Paladin. You lose some of the utility of marking at a distance. In most fights, you will keep one mook in isolation until it is dead. You become Avenger-like in that sense.</p><p> </p><p>The *only* time this power seems abuable is in solo fights. The counter to this is the fact that many solos would have an easy time breaking this mark. </p><p> </p><p>I object to the wording "megaoverpowered" and substitute "powerful". It is certainly a good power, and if it were simply avalable to take with other powers, it would be the clear choice. As part of a Paragon Path, though, you need to look at the whole picture. What are you giving up to take it? Will the rest of the features of the path be good, too?</p><p> </p><p>In my opinion the other features of this path are not great. Bonuses that apply to a certain class of creatures are frustrating to the player and the DM. The player feels cheated if he never encounters things that play to his strengths, and the DM feels pressure to include those things to make him happy. See the thread about the undead nuking cleric that was on the front page here a week or so ago.</p><p> </p><p>You also bypass the features of other Paragon Paths that are very attractive. There are certainly more powerful or more flavorful paragon paths out there. My Paladin would have been a Scion of Arkhosia.</p><p> </p><p>So while I see that the text of this power might make it seem overpowered, I'd contend that house ruling it should be saved until you have encountered a problem in your own game. Don't gimp something without giving it a chance first.</p><p> </p><p>Jay</p></blockquote><p></p>
[QUOTE="Turtlejay, post: 4911718, member: 70267"] Of course I don't mind responding. I did respond first to the query, see post #2 in this thread. I feel like a Paladin's marking mechanic makes this Power less deadly than it might seem at first blush. I have quite a bit of experience playing a Paladin. I played one from 1st-8th level. I know that the marking mechanic encourages you to change marks depending on the situation. My Paladin rarely kept one mob locked down. In our current campaign my friend plays a Paladin. His playstyle is different, so he tends to keep enemies marked better, but his mark still only lasts two or three rounds, ending when an enemy dies, or when he is unable to maintain the mark. So, taking this power means a dramatic playshift in how you play a Paladin. You lose some of the utility of marking at a distance. In most fights, you will keep one mook in isolation until it is dead. You become Avenger-like in that sense. The *only* time this power seems abuable is in solo fights. The counter to this is the fact that many solos would have an easy time breaking this mark. I object to the wording "megaoverpowered" and substitute "powerful". It is certainly a good power, and if it were simply avalable to take with other powers, it would be the clear choice. As part of a Paragon Path, though, you need to look at the whole picture. What are you giving up to take it? Will the rest of the features of the path be good, too? In my opinion the other features of this path are not great. Bonuses that apply to a certain class of creatures are frustrating to the player and the DM. The player feels cheated if he never encounters things that play to his strengths, and the DM feels pressure to include those things to make him happy. See the thread about the undead nuking cleric that was on the front page here a week or so ago. You also bypass the features of other Paragon Paths that are very attractive. There are certainly more powerful or more flavorful paragon paths out there. My Paladin would have been a Scion of Arkhosia. So while I see that the text of this power might make it seem overpowered, I'd contend that house ruling it should be saved until you have encountered a problem in your own game. Don't gimp something without giving it a chance first. Jay [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Certain Justice - Megaoverpowered?
Top