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.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Divine Challenge at the end of your turn
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="LokiDR" data-source="post: 4379876" data-attributes="member: 6239"><p>Hey Average, thanks for responding to the points I asked.</p><p></p><p><strong>1. D&D Experience issues are addressed without limiting to immediate engagement</strong></p><p></p><p>So, in your opinion, leaving the room and entirely removing yourself from combat while continuing the challenge is "nearly identical" to moving around the area and keeping the challenge on a monster only half the time? You believe the use of this ability requires me to make myself an easy target or it is an abuse. Hmm, are you also opposed to flanking giving sneak attack?</p><p></p><p>Challenge has a short range. Alternating targets would still require you to be very close to the enemy, within a single move in most cases. The abuse of DDXP was applying a permanent penalty to an enemy they could not address ever. Remaining in the area and challenging provides the enemy a target and gives them an incentive to go after the paladin, which would be point of the ability in the first place.</p><p> </p><p><strong>2. Negating Divine Challenge remote enemies negates the paladin's defender role</strong></p><p> </p><p>The paladin is incapable of "pulling" enemies, he can only "glue" them. Your reading is roughly similar to painting a target on myself and running next to the enemy. My method is a lasso that keeps tugging them back. Your reading could be better written as "after you attack a creature in range or move adjacent to it, the target is marked."</p><p></p><p>What is the point of a defender if not to pull enemies to you?</p><p> </p><p><strong>3. This isn't an abuse of the rules any more than other perfectly legal tactics</strong></p><p></p><p>Really? You just said "However, it <em>doesn't</em> prevent the nearly identical abuse of....". If that is not your argument, why did you say it?</p><p> </p><p></p><p>We can agree the archer paladin challenging and then shooting is perfectly legal, can we not? This can lead to something a lot closer to abuse seen at DDXP and I say is significantly more powerful. Likewise, and invisible paladin can end his turn next to an enemy he challenged with no problem in the rules. That is far more abusive than what I'm discussing and is also clearly legal. If you want to discus the spirit of the rules, I'll refer you back to the role of a defender argument.</p><p> </p><p>If it is not more powerful than legal tactics and it directly assists the role as spelled out in the rules, what major difference of opinion is relevant? Certainly, if you don't like it you are free to house-rule but that isn't relevant here.</p><p></p><p><strong>4. The choice of engage or target is mentioned twice. Your interpretation negates this choice</strong></p><p></p><p>On your turn, you must engage or target a different creature. That's what the power says, twice. Your reading is "on your turn if you challenge a different creature you must engage it." If you think the two are equivalent, perhaps there isn't anything more to discuss.</p><p> </p><p><strong>5. DMG "say yes" advice</strong></p><p></p><p>You assume you are right then use that as proof you are right. That's called post-hoc reasoning and is rather silly. My argument is that your reading is wrong. If you accept that the rules are unclear (which should be obvious by now) you must accept other reasons for choosing a position. If you don't accept you can be wrong, there is no reason to discuss anything.</p><p></p><p>I read the ability as allowing the pull tactic and clearly players want to use it. You say no. The DMG says "say yes".</p><p> </p><p><strong>6. Simplicity. The fact your interpretation involves so many steps should show you which is simpler.</strong></p><p></p><p>Occams Razor: all things being equal, the simpler answer is usually the most correct. If you are going to pick a ruling, mine is simpler. Your's involves reading the ability over every time you reach the choice of targeting. Your reading applies one half of one definition of one piece of the power to the entire power.</p><p> </p><p><strong>7. Game focus on movement</strong></p><p></p><p>Again, all things being equal, your interpretation limits the game to a much more static game. Oh, there is shifting but pretty much you are forcing the paladin to pair off. If you read Mearls and the DMG advice, you will see the game should encourage DYNAMIC combat, and that means movement.</p><p></p><p>Bottom line: allowing the end of round pull challenge tactic fits the game.</p></blockquote><p></p>
[QUOTE="LokiDR, post: 4379876, member: 6239"] Hey Average, thanks for responding to the points I asked. [B]1. D&D Experience issues are addressed without limiting to immediate engagement[/B] So, in your opinion, leaving the room and entirely removing yourself from combat while continuing the challenge is "nearly identical" to moving around the area and keeping the challenge on a monster only half the time? You believe the use of this ability requires me to make myself an easy target or it is an abuse. Hmm, are you also opposed to flanking giving sneak attack? Challenge has a short range. Alternating targets would still require you to be very close to the enemy, within a single move in most cases. The abuse of DDXP was applying a permanent penalty to an enemy they could not address ever. Remaining in the area and challenging provides the enemy a target and gives them an incentive to go after the paladin, which would be point of the ability in the first place. [B]2. Negating Divine Challenge remote enemies negates the paladin's defender role[/B] The paladin is incapable of "pulling" enemies, he can only "glue" them. Your reading is roughly similar to painting a target on myself and running next to the enemy. My method is a lasso that keeps tugging them back. Your reading could be better written as "after you attack a creature in range or move adjacent to it, the target is marked." What is the point of a defender if not to pull enemies to you? [B]3. This isn't an abuse of the rules any more than other perfectly legal tactics[/B] Really? You just said "However, it [i]doesn't[/i] prevent the nearly identical abuse of....". If that is not your argument, why did you say it? We can agree the archer paladin challenging and then shooting is perfectly legal, can we not? This can lead to something a lot closer to abuse seen at DDXP and I say is significantly more powerful. Likewise, and invisible paladin can end his turn next to an enemy he challenged with no problem in the rules. That is far more abusive than what I'm discussing and is also clearly legal. If you want to discus the spirit of the rules, I'll refer you back to the role of a defender argument. If it is not more powerful than legal tactics and it directly assists the role as spelled out in the rules, what major difference of opinion is relevant? Certainly, if you don't like it you are free to house-rule but that isn't relevant here. [B]4. The choice of engage or target is mentioned twice. Your interpretation negates this choice[/B] On your turn, you must engage or target a different creature. That's what the power says, twice. Your reading is "on your turn if you challenge a different creature you must engage it." If you think the two are equivalent, perhaps there isn't anything more to discuss. [B]5. DMG "say yes" advice[/B] You assume you are right then use that as proof you are right. That's called post-hoc reasoning and is rather silly. My argument is that your reading is wrong. If you accept that the rules are unclear (which should be obvious by now) you must accept other reasons for choosing a position. If you don't accept you can be wrong, there is no reason to discuss anything. I read the ability as allowing the pull tactic and clearly players want to use it. You say no. The DMG says "say yes". [B]6. Simplicity. The fact your interpretation involves so many steps should show you which is simpler.[/B] Occams Razor: all things being equal, the simpler answer is usually the most correct. If you are going to pick a ruling, mine is simpler. Your's involves reading the ability over every time you reach the choice of targeting. Your reading applies one half of one definition of one piece of the power to the entire power. [B]7. Game focus on movement[/B] Again, all things being equal, your interpretation limits the game to a much more static game. Oh, there is shifting but pretty much you are forcing the paladin to pair off. If you read Mearls and the DMG advice, you will see the game should encourage DYNAMIC combat, and that means movement. Bottom line: allowing the end of round pull challenge tactic fits the game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Divine Challenge at the end of your turn
Top