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New Design & Development: Paladin Smites!

Stalker0 said:
The big question of course is what is a charisma attack?

I've been thinking about that, and considering the recent 'Races and Classes' leak said

Unified progression of defense, BAB and saves. A 10th level character will have +5 of those (thus +0.5 / level). Even at 1st level classes can significantly alter the base value. Class abilities modify them further.

I wonder whether attacks might be half level + Str bonus (typical melee weapon), half level + Dex bonus (missile weapon), half level + Cha bonus (paladin smite) and target different defences as appropriate

Cheers
 

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Geron Raveneye said:
Well, one thing is for sure...WotC has picked up the consolation-price strategy from different sports competitions. Missed your attack roll with that nifty class ability? No worries, it'll still have an effect on somebody. Makes me wonder if the fighter will be able to turn a near enough miss into decreased damage with some or other ability. Color me unimpressed. :\
You're welcome to be unimpressed, but calling a failed attack roll a "miss" (save possibly on a roll of 1) suggests limited familiarity with the abstractions of armor and Hit Points as used in D&D.

Armor doesn't make you harder to hit, and attack rolls under AC don't miss. A failed attack roll is as much or more 'bounces harmlessly off his armor' as it is 'cuts the air where he was standing'. The fighter, thanks to 4e, has the technique to turn one (or more) of those glancing harmless blows into something the foe at least takes notice of.

I'm okay with the context, really.
 

Geron Raveneye said:
Me, I'm wondering how people get the idea to compare saving throws and their context with attack rolls and their context in older editions, but I guess everything is possible. :)

Well, it's because now saving throws work like AC ( notice the reference to "cha vs will" ), thus it is reasonable to think that the two would work in similar ways.
Wizard power: deal, say, 2d6 damage to anyone in the area, half if reflex defense is missed. Int vs Reflex. It works exactly like fireball in 3.x;
Fighter power: deal weapon damage to your target. Deal str bonus as damage on a miss. Attack vs AC.
Seems consistent, doesn't it?
If both are per encounter abilities, I don't see where the problem is :)
 

Jinete said:
A 3.5 paladin could cast cure moderate wounds, which would heal 2d8+6 i.e. ~15hp. 10+wisdom isn't bad as an added effect to hitting your foe for double damage. And it's not like the paladin is the primary healer.

Safeguard smite looks more powerful, but I think the deal is "it's better to prevent than to heal". You don't know if your ally is going to benefit from extra AC, he might not get attacked at all, but healing an ally usually means that he needs it.

Plus, of course, there might be characters who lose some of their potent powers when they become Bloodied. No amount of AC boosting is going to take them back past the threshhold, but a dozen or so hit points of healing could, if only for one attack.
 

Simia Saturnalia said:
You're welcome to be unimpressed, but calling a failed attack roll a "miss" (save possibly on a roll of 1) suggests limited familiarity with the abstractions of armor and Hit Points as used in D&D.

Armor doesn't make you harder to hit, and attack rolls under AC don't miss. A failed attack roll is as much or more 'bounces harmlessly off his armor' as it is 'cuts the air where he was standing'. The fighter, thanks to 4e, has the technique to turn one (or more) of those glancing harmless blows into something the foe at least takes notice of.

I'm okay with the context, really.

Looking at it from that context I dont really have a problem with it. How the powers work in-game needs to be explained in the PHB.

If I can understand what the power looks like in-game I can explain it to my players. Dont break my immersion WOTC...
 

Simia Saturnalia said:
You're welcome to be unimpressed, but calling a failed attack roll a "miss" (save possibly on a roll of 1) suggests limited familiarity with the abstractions of armor and Hit Points as used in D&D.

Nope, it simply suggests I don't percieve the necessity to dial up the resolution in my description in order to take all possible scenarios of why the attacker failed to do damage into account. Splicing it up into "your hit simply missed outright", "the target moved out of the way fast enough" and "your swing connects but bounces off his armor harmlessly" was far too much to type for my initial post, but apparently I should get used to people questioning my gamer cred as soon as I start using shorthand.

Shorthand like "You didn't hit the AC, you fail to do damage". This is what the attack roll is about, and the differing factors that in the end enable the fighter to roll for damage are all included in that one abstract attack bonus (or ThAC0 value, or the To-Hit value, or whatever you prefer to use). The same way, all the differing factors that keep the target from suffering damage are rolled into its AC.

What I simply don't like is ANOTHER factor that says "Hey, despite you not hitting your target strong enough to punch through the armor, despite it ducking away from your swing fast enough, you still do some damage because we don't want you to not have fun while swinging/lose one of your encounter abilities because your die rolled bad." At some point in the game, there are simply too many safety nets to make sure a character cannot entirely fail no matter what he does FOR MY PERSONAL TASTE! That is not meant as a general statement of value of the game in question, by the way.

Njall said:
Well, it's because now saving throws work like AC ( notice the reference to "cha vs will" ), thus it is reasonable to think that the two would work in similar ways.
Wizard power: deal, say, 2d6 damage to anyone in the area, half if reflex defense is missed. Int vs Reflex. It works exactly like fireball in 3.x;
Fighter power: deal weapon damage to your target. Deal str bonus as damage on a miss. Attack vs AC.
Seems consistent, doesn't it?
If both are per encounter abilities, I don't see where the problem is :)

My personal problem with this is that one is a clear area attack that spreads its damage over the entire area, the other is an attack against one singular target, as such it is very locally restricted damage. If you had given that fighter some area attack weapon (flame thrower, greek-oil grenade, blackpoder bomb), I'd have less problems with it.
Conversely, if a ray attack misses, I'd have as much problems with the spell still doing some damage to its intended target.
In the light of spell attack rolls, I'd rather have them institute the "miss" on a failed attack roll more broadly for combat spells as well to make them equal to a failed weapon attack roll. But that's just me.
And yeah, with older editions, spells were different enough from weapon attacks in combat, in applicability, effect, and frequency, to warrant a different handling. If spell attacks are now closer to weapon attacks in 4E, they should be handled pretty much similarly as well.
 

I think they sound great, and give the Paladin a few more options in combat - plus they're all pretty immediate effects, so a minimum of bookkeeping.

I think we'll have to wait for more details before we can start judging their effectiveness at higher levels - those descriptions don't really make it clear entirely how they work or give examples of numbers.

Still liking the 4e ideas!
 

What happened to "No Aggro"?

I thought we were assured that they tried and discarded MMO-style aggro mechanics for Defenders? That 27th level smite sounds like aggro to me.
 

Merlin the Tuna said:
A paladin is a lodestone of the gods whose powers manifest most strongly during the channeling of a smite. In these moments, he can achieve greatness, working his will on himself, his companions, and his enemies.

AKA magic.
I agree. The idea that a paladin can harness the act of striking a foe in the same way a wizard can harness the fireball potential in bat guano works for me.
 

One thing I noticed was the bonus to AC from the Paladin's smite was unnamed. Which I wouldn't have expected. Maybe they have come up with something that will get round all the stacking issues.
 

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