I felt this deserved it's own thread even though it's a follow-on from several others.
Of course, if you don't think the paladin needs fixing, then this thread is not for you. I'm not interested in arguments for and against this stance. Please keep the discussion to the benefits, drawbacks, flaws and whatnot of my proposed rules changes
The idea with these is to make the paladin stickier, reduce their dependence on multiple abilities, eliminate ranged-based powers for a melee-based class, and improve OA attacks for all builds. All whilst still maintaining a differentiation between builds favouring either Wisdom or Charisma.
The leader aspects of the class are somewhat enhanced. The change to implement based powers increases the damage potential by making them weapon-based whilst decreasing their effectiveness against multiple targets.
The holy keyword can be added to whatever weapon you want, really. It could be just all weapons but I like the idea of a holy keyword as it means having more holy weapons in the game which is just cool
1) Swap Charisma for Strength in Charisma-based attack powers and use Charisma in those powers for the modifier instead of Wisdom.
2) Lay On Hands 2 uses. Wisdom modifier used as a bonus to the amount gained. Weapons with the holy keyword increase this amount equal to their magical item bonus.
3) Marked for Death: as a minor action, the paladin can make a Wisdom or Charisma-based close burst attack against the Will defence of the target. A successful attack both marks the target and grants temporary hit points equal to the Charisma modifier of the paladin to an ally adjacent to the target. Weapons with the holy keyword add their magical bonus to the attack roll and the temporary hit points given.
4) Divine Challenge: as an immediate interrupt whenever an enemy marked by the paladin shifts or makes an attack not including the paladin, the paladin can make a Wisdom or Charisma vs. Will melee weapon attack. A successful strike slows the target until the start of the paladin's next turn.
5) No implement powers. All implement powers become melee and weapon based, ie. a 3d8 ranged power that is burst 3 now becomes a melee burst, 3 [W] power.
Of course, if you don't think the paladin needs fixing, then this thread is not for you. I'm not interested in arguments for and against this stance. Please keep the discussion to the benefits, drawbacks, flaws and whatnot of my proposed rules changes

The idea with these is to make the paladin stickier, reduce their dependence on multiple abilities, eliminate ranged-based powers for a melee-based class, and improve OA attacks for all builds. All whilst still maintaining a differentiation between builds favouring either Wisdom or Charisma.
The leader aspects of the class are somewhat enhanced. The change to implement based powers increases the damage potential by making them weapon-based whilst decreasing their effectiveness against multiple targets.
The holy keyword can be added to whatever weapon you want, really. It could be just all weapons but I like the idea of a holy keyword as it means having more holy weapons in the game which is just cool

1) Swap Charisma for Strength in Charisma-based attack powers and use Charisma in those powers for the modifier instead of Wisdom.
2) Lay On Hands 2 uses. Wisdom modifier used as a bonus to the amount gained. Weapons with the holy keyword increase this amount equal to their magical item bonus.
3) Marked for Death: as a minor action, the paladin can make a Wisdom or Charisma-based close burst attack against the Will defence of the target. A successful attack both marks the target and grants temporary hit points equal to the Charisma modifier of the paladin to an ally adjacent to the target. Weapons with the holy keyword add their magical bonus to the attack roll and the temporary hit points given.
4) Divine Challenge: as an immediate interrupt whenever an enemy marked by the paladin shifts or makes an attack not including the paladin, the paladin can make a Wisdom or Charisma vs. Will melee weapon attack. A successful strike slows the target until the start of the paladin's next turn.
5) No implement powers. All implement powers become melee and weapon based, ie. a 3d8 ranged power that is burst 3 now becomes a melee burst, 3 [W] power.