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New Design & Development: Paladin Smites!

Paladin 1, Paladin 13, Paladin 27: they're all available at odd levels. It may just a coincidence, or perhaps it's to the SW Saga system, with characters getting powers at odd levels and feats at even ones?

One of the Gencon revelations was 25th level spells, but there may not be 24th or 26th level spells.
 

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I doubt the Paladin will choose a new smite each level. For one, that would require there to be AT LEAST 31 smites to choose from, so that there'd be some actual choice involved. Realistically, you'd want about 60. I don't think the book will have 60 paladin smites.

There are a lot of other progressions that would match 1, 13, and 27. Every odd level would do it. Level 1 plus every 6 levels after it would get you 1, 7, 13, 20, 27. I'm sure there's more, plus there's "when we darn well say so" as an option.

I'd also be surprised if the only choosable paladin abilities were smites.

Regarding the in game explanation- Its a paladin. He's doing magic, except because he's a paladin, he doesn't wave his hands around like a little girl to do magic- he hits things in the face while channeling divine energies to enact his will. There, solved that one.

I like the idea of charisma modifying the paladin's special attacks. I like playing characters with spread out ability scores, and this suggests to me that a bunch of mid level numbers might be a good option for a paladin.

Regarding the use of low level smites at higher levels- If this is like other supplements, the way that will be handled is that you'll use your smite selections to drop a lower level smite and gain a higher one that does a similar effect, but better. Like with Renewing Smite. I'll bet there are other healing smites in the PHB, and the idea is that if your focus is on healing smites, you'll upgrade over time rather than continue using the original.

Binding Smite- That's... a pretty cool effect. Its tactical. I really like it. I'm kind of sorry its such a high level though.
 

Mechanically, this looks like a very good approach. I'm not convinced by the flavor of some of the smites, but not of them look hopeless.
 

But the 1st level smite actually scales (with normal weapon damage). It does just as much damage as the 13th level smite, and I'd argue that a AC bonus is worth more than a really very small amount of healing (for 13th level), which doesn't scale well, and actually becomes a smaller percentage of your hit points as you increase in level, no matter how small your HP increase is each level.

Heck, you aren't even healing the bonus hit points you get from the toughness feat, unless you have a wisdom modifer of +6! Since Safeguard would give you a +6 AC (even if just for a round), swapping Safeguard for Renewing seems a poor choice, if its possible.
 

I presume that the format for these Smites is going to be the same format we see for all Powers. If so, I like it a lot. It condenses a lot of important information in a simple, clean format. There are a few details that need to be explained (such as how Charisma vs. AC attacks work, exactly), but otherwise, I can read that description perfectly well.

Name
Required class and level
Classification (frequency of use?) * special descriptors
Action cost
Range
Valid Targets
What you need to roll
Effect and Duration

Pretty much all the information you need, in the exact order you need to know it, for any kind of power.

I think this description might be the final nail in the coffin for the classic D&D magical schools. There is no unneccesary <Conjuration> tag next to the healing descriptor, nor anywhere else.
 


Cadfan said:
There are a lot of other progressions that would match 1, 13, and 27. Every odd level would do it. Level 1 plus every 6 levels after it would get you 1, 7, 13, 20, 27. I'm sure there's more, plus there's "when we darn well say so" as an option.

Shouldn't level 1 plus every 6 after give you 1, 7, 13, 19, 25?

As far as an arithmetic progression of the form a*n+b that goes through 1, 13, and 27, you'd need b to be 1 when n is 0, so a*n would have to be able to be 0, 12, and 26. a would have to divide all of those and the only common divisor of all of those is 2. So the odd trick works, but no other arithmetic one. Either it's odd or its a more complex pattern.
 

neceros said:
Buddy Jesus pic

:lol: LOL :lol:

They mix a fair portion of damage (scaled up by level, but not necessarily the amount of dice) while giving an ally a much needed boost of hit points at the most opportune moments.

I'm not sure I get this. Damage for all strikes is 2x[W]+Ability mod. I don't know how fast ability modifiers scale in 4e, but in 3e there wouldn't be a lot of damage difference between a 1st and a 27th lvl pally.

Except if "base weapon damage" includes a level dependent bonus of some sort.
 


Jinete said:
I'm not sure I get this. Damage for all strikes is 2x[W]+Ability mod. I don't know how fast ability modifiers scale in 4e, but in 3e there wouldn't be a lot of damage difference between a 1st and a 27th lvl pally.

Except if "base weapon damage" includes a level dependent bonus of some sort.
They do specifically mention that the damage scales up by level, in the comments on the second smite. Maybe there's a direct level-based bonus to damage, or maybe "base" just means before doubling effects and extra dice or whatever, so stuff like power attack would get doubled by the smite too. Who knows.
 

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