Divine Might: against the Paladin theme?

The Souljourner said:
I think divine might is fine as is. Balance-wise, it's fine... certainly no competition with a fighter, who gets +2 or +4 to every attack, while the paladin gets it for 5-8 rounds per day. Many fights last 5+ rounds, so it's a non-trivial limitation.

Plus, it takes a feat. For a paladin, that's 1/7th or 1/8th of the feats he'll ever take. Along with its prerequisite, it's 25% or more of his feats. That's a lot.

As for theme, I think it's fine. Smite evil is pretty weak, in my opinion, which is the only reason it's threatened by the power of this feat. If smite evil were better balanced (2x level in damage), I think we wouldn't be having this discussion.

I think tweaking the power of this feat down would make it unusable. Turning your damage to holy damage? How often is that really going to be useful? Especially when you have bless weapon as a spell.

Of course, if you meant for it to increase damage *and* turn the damage holy, then I think that's definitely cool (though smite evil should probably have that too).

Anyway, I think paladin is the class most in need of a huge overhaul. 'Twere it up to me, they wouldn't get spells at all, but something more like psionics where they have a number of points per day, and have several different supernatural abilities that use their holy power. I don't think paladins should be spellcasters so much as direct channels of holy power. Let the clerics wave their hands and mumble their verbal components, paladins should just channel holy power directly into the form they want.

-The Souljourner
Actualy my tweek for the holy damage was an increase in smite evil, to change the damage to holy AND keep the bonus to hit and damage. Not divine might.
 

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Korimyr the Rat said:
Well, one thing I'd suggest, though it applies to very few Paladins, is to limit Divine Might to a single weapon, like Arcane Strike.
How many paladins pick a sword from a multi-sheathe before each battle?

We need to re-instate the MI-limits for paladins, prolly monks too.
 

Okay, another way to put it:

1) If the DM started a new campaign with core rules only, would the paladin players press for Divine Might's inclusion; and if Divine Might was not to be included would the Paladin be perceived as weaker for the ommision?

2) Does it take Paladin-themed class features and just turn them into a generic combat bonus; possibly introducing power creep to a core campaign & devaluing Paladin powers at the same time?
 

1) Almost certainly, players always want +27 swords of Everything-bane and Staffs of the Mage-God. Now that they know Divine Might exists, they want it, and if they don't get it, they'll stamp their widdle foot and cry and fuss and toss their hair.

2) Absolutely it does on all three fronts.
 

ZuulMoG said:
How many paladins pick a sword from a multi-sheathe before each battle?

We need to re-instate the MI-limits for paladins, prolly monks too.

I only mean to restrain Paladins from using Divine Might with two swords at a time, or with their natural attack progression, the same way that Arcane Strike is limited.

I really never did understand the magical item limitation for Paladins, especially when it prevented them from being properly prepared for evil foes. For Monks, I can understand it somewhat, but it would create major balance issues that are better left undisturbed.
 

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