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reapersaurus said:
And a paladin's spells suck. You must be forgetting 2 things:
1) A paladin casts at half level.
2) Whenever he's casting a spell, he's not attacking.
A Paladin's spells do not suck.
Restoration,
Resist Energy and
Death Ward are a huge advantage.
Look, there's already overwhelming examples that show that a paladin is not as good in combat as a fighter. You're free to ignore them, and continue to cherry-pick your responses, and overplay the paladin's abilities (seriously - immunity to fear?!? At best that shows up 3% of the encounters. What about the other 97% of the encounters?)
And the Paladin is somehow seriously hamstringed in what percentage of encounters? Immunity to fear helps in 3%, and the Paladin does fine in the other 97%. Why don't you do some math and show me how he does so badly in the other 97% of encounters?
BTW: A fighter's feats may be situational, but what you're not realizing or admitting is that the fighter is in charge of the situation, unlike the paladin.
A fighter can make the situation happen (Improved Trip, etc etc etc), while the paladin is not in control of when his situational abilities will apply.
A Paladin is quite in charge of his abilities. He can use his smites at key times. If he is attacked by incorporeal undead, he can spend a round to
Death Ward himself via personal spell or scroll, while a fighter cannot. After the battle he can restore himself, which a fighter cannot.
A Paladin's abilities are under as much as a fighters. A fighter doesn't get to decide when he can use certain feats. he doesn't decide when he can disarm. He doesn't get to decide when he can trip. He doesn't get to decide when he can sunder. The situation decides for him. Or are you going to point out ways to disarm creatures with no physical weapons? Or ways to trip giants or incorporeal undead? Or Sunder natural weapons? All very common in many encounters.
You're reaching. A Paladin fights evil creatures 90% of the time in a dungeon as does a fighter. Most of the feats a Fighter can use anytime he wants, a Paladin can buy with the few feats he receives. It is no problem for a Paladin to drop a feat in Weapon Focus (very common), Power Attack, and Combat Expertise. There probably aren't going to be too many Two-weapon fighting Paladins, but there are plenty of Two-hander and sword/shield Paladins.
Believe what you want Reaper. I play Paladins all the time, they do much better than fighters.
I can't even remember the last time someone in our campaign world played a straight fighter, barbarian, or ranger, yet more than a few characters have been Paladins. Paladin is probably the most popular melee class in our campaigns.
Then again, a point I will concede, we would never in a billion years play 28 or 32 point buy. Since we roll using a very liberal rolling method, Paladins come out extremely powerful usually with a high Str, Con, Wis and Cha.
Maybe in the confines of a 28 point buy campaign, a Paladin is not as good as a fighter due to statistic limitation. But in a campaign where stats aren't particularly limited, they are exceedingly powerful. They do require a roleplaying limitation.
I never run games requiring 28 point buy. I never will. I personally am better than 28 points in real life, and I would argue 32 points as well. I would never expect a character to be made on such a low number of points in a heroic fantasy game unless I was trying for a real gritty feel.
I do agree that in a limited statistic campaign (I guess default D&D), a Paladin is hamstrung. They do need at least four decent stats to truly take advantage of all their abilities.
Now, if stats are not a limitation is the Paladin more powerful than the fighter? It is my experience that they are.