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General Tabletop Discussion
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Defining Traits of the D&D classes
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<blockquote data-quote="FireLance" data-source="post: 6015195" data-attributes="member: 3424"><p>First off, I like the idea of piety as a virtue for paladins of a deity! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>What I'd really like to see for paladins in 5e is a return to the idea that the paladin's actions have an effect on his abilities. However, I would like to avoid the extremes that we have seen in the past: a paladin shouldn't be allowed to do whatever he wants (4e), but neither should paladins just be faced with just one big stick, namely, loss of all abilities (3e and earlier). </p><p></p><p>Ideally, there should be smaller sticks, and some carrots, too. For example, for a paladin of valor, fleeing from a fight might impose a penalty to the effectiveness of his paladin abilities (maybe he loses his class bonus to magic attacks until he can atone). On the other hand, continuing to fight while he is at less than half hit points might grant him a bonus to damage. This bonus could increase further when he is at less than one-quarter his hit points.</p><p></p><p>This could make playing a paladin a bit more complicated than basic classes like the fighter and the cleric - some of the less straightforward virtues would require some judgement calls on the part of the DM - but I think this is something that would be truer to the tropes of the class, and it is something that should be called out upfront, so that paladin players (and their DMs, and the rest of the gaming group) know what they are getting themselves into.</p></blockquote><p></p>
[QUOTE="FireLance, post: 6015195, member: 3424"] First off, I like the idea of piety as a virtue for paladins of a deity! :) What I'd really like to see for paladins in 5e is a return to the idea that the paladin's actions have an effect on his abilities. However, I would like to avoid the extremes that we have seen in the past: a paladin shouldn't be allowed to do whatever he wants (4e), but neither should paladins just be faced with just one big stick, namely, loss of all abilities (3e and earlier). Ideally, there should be smaller sticks, and some carrots, too. For example, for a paladin of valor, fleeing from a fight might impose a penalty to the effectiveness of his paladin abilities (maybe he loses his class bonus to magic attacks until he can atone). On the other hand, continuing to fight while he is at less than half hit points might grant him a bonus to damage. This bonus could increase further when he is at less than one-quarter his hit points. This could make playing a paladin a bit more complicated than basic classes like the fighter and the cleric - some of the less straightforward virtues would require some judgement calls on the part of the DM - but I think this is something that would be truer to the tropes of the class, and it is something that should be called out upfront, so that paladin players (and their DMs, and the rest of the gaming group) know what they are getting themselves into. [/QUOTE]
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