What do you think the D&D rules ARE?Herremann the Wise said:For those who prefer a wargame style version of D&D, the point of the Paladin being "weak" most probably has some level of validity.
JoeGKushner said:I agree James.
However, almost all of the posts here are using feats as combat advantages as opposed to things that help characters do things ranging not only from leading the people through say Skill Focus on Diplomacy to unique feats that give characters more class skills.
I think that in many ways, D20 Modern solved a lot of the issues some people have here. The whole talent one level bonus feat another works well. Not to mention occupations. Good stuff there.
As far as Shark's original comments, he's got one hell of a campaign going but it's not close to baseline D&D. Paladins are merely a combination of weak clerics and okay fighters.
What about the paladin really ties it into knighthood? The lay on hands? The spells? The horse summoning ability? I'd say the Smite does but none of the other divine abilities are really about being a knight as much as they are being a divine champion.
Fedifensor said:Under standard point buy, the Paladin is wimpy, wimpy, wimpy. Especially if you're building him for the long haul. You need Str (especially for wearing that full plate), Con, Wis (14+ is essential at high levels for 4th level spells - and I wouldn't rely on an item for that), and Cha (preferably 16+ to get good saves and healing). Add a Dex of 12 to get an AC bonus in full plate, and at least a 10 Int to have some skills, and your looking at a 30 or 32-point buy just to be competent.
Well, let's see if we can agree on what is necessary versus what is 'nice'...Olive said:Except that's an ideal, not 'compenent'. You don't NEED the 12+ dex, or a con better than 10. Nice? sure, but necessary no. You don't get 4th level spells till much later on. You can happily have a 12 for wis to start with. 10 Int is good, but again, not essential, and the same can be said for the rest of those.
Anubis the Doomseer said:Originally posted by Ridley's Cohort
Likewise the Paladin looks great on paper. Look at all those neat abilities! Surely each is worth about a feat, right? But they are not because they rarely save your butt when standing next to a Big Boss monster -- a Smite Evil or two doesn't cut it.
From this I am gathering you have not played a paladin lately. I am playing one, and there is quite a lot you can do. You are considered to be part of the church, and you are a martial warrior. In most generic fantasy worlds this places you a little bit behind actual landed nobility, giving you lots of leverage in asking for shelter, access to old records, etc. Most paladins have good Charisma scores, meaning they are often the spokespeople of the party to important people (like actual nobles, upper church officials, good or lawful outsiders, etc). My 6th level paladin has a +21 to his Diplomacy check - it's insane! Even taking into account the nature of battle he can reasnoably use an action to halt combat (-10 for in-combat use, DC 20 to change a hostile encounter to a unfriendly one, DC 30 to make them indifferent). [/B]

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.