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Houserule: A change to the Paladin's Aura
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<blockquote data-quote="Stalker0" data-source="post: 7599231" data-attributes="member: 5889"><p>I've always known the paladin's aura was strong, but it was really telling recently in my games. For the last two campaigns, my group has always had a paladin with the aura of protection, so that save bonus has been a common theme in the game.</p><p></p><p>The paladin player decided to swap out, and its been incredible on the DM side watching the party with this change. Spellcasters use to be a joke, I would often watch players roll for near autosuccesses against certain spells. Now they bite their nails when a spell is cast.</p><p></p><p>I am starting to come to the conclusion that in a bounded accuracy game, a +4-5 to all saves is simply too strong.</p><p></p><p></p><p>So I want to weaken the paladin's blunt bonus against saves, but maintain its defender motive and give it some compensation. So here is the change.</p><p></p><p><strong>Aura of Protection</strong>: Everyone within 10 feet of the paladin (including the paladin) gains +1 AC. In addition, they gain a bonus to saving throws equal to 1/2 the Paladin's Charisma modifier (minimum 1).</p><p></p><p></p><p></p><p>So in summary, its half the bonus to save...but they get some physical protection on top. What are your thoughts, is it too much of a nerf, is it actually even stronger now because of the AC, just right?</p></blockquote><p></p>
[QUOTE="Stalker0, post: 7599231, member: 5889"] I've always known the paladin's aura was strong, but it was really telling recently in my games. For the last two campaigns, my group has always had a paladin with the aura of protection, so that save bonus has been a common theme in the game. The paladin player decided to swap out, and its been incredible on the DM side watching the party with this change. Spellcasters use to be a joke, I would often watch players roll for near autosuccesses against certain spells. Now they bite their nails when a spell is cast. I am starting to come to the conclusion that in a bounded accuracy game, a +4-5 to all saves is simply too strong. So I want to weaken the paladin's blunt bonus against saves, but maintain its defender motive and give it some compensation. So here is the change. [B]Aura of Protection[/B]: Everyone within 10 feet of the paladin (including the paladin) gains +1 AC. In addition, they gain a bonus to saving throws equal to 1/2 the Paladin's Charisma modifier (minimum 1). So in summary, its half the bonus to save...but they get some physical protection on top. What are your thoughts, is it too much of a nerf, is it actually even stronger now because of the AC, just right? [/QUOTE]
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Houserule: A change to the Paladin's Aura
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