Paladin balanced without RP/alignment restrictions?

Celtavian said:
Flawed? How so?

1. Immunity to fear:

2. Will Saves:

3. Downtime healing:

4. The Paladin Mount: We allow mounts other than warhorses per the rules in the DMG.

Such Paladin capabilities come together to make them the best melee tank in terms of power and capabilities.
Dude, I literally don't know where to START.

There's at least 30 minutes of typing material that you've given us to blow your "theory" out of the water.
I don't have that much time, or interest in proving what anyone could find out from just re-reading what's already been typed. You keep saying that the paladin is the best MELEE class.
You are obviously not taking into account what MELEE means.

But really, I can save us all a lot of typing by just pointing out why your opinions on paladins are invalid to the general D&D campaign:

1) You are coming from a campaign where "A Paladin fights evil creatures 90% of the time in a dungeon as does a fighter."
It is the rarity (IME) where people play in a 90% Evil campaign.

2) Your campaign uses inflated stats.
This is not the normal playing field in D&D, so it invalidates your experiences with paladins to the average player.

psst!
Immunity to Fear, Will Saves, and Downtime healing aren't examples of somthing that makes a class a better combat class.
Just so you know.

Also - did you know that fighters can BUY the same kind of mounts paladins can? Fighters will have more skill points for Ride, and can actually gain enough feats to afford the mounted feats too. Hell, they could use LEadership and get a more powerful cohort than a Paladin mount. Or they could simply buy something that lets them fly.

Also - you keep ignoring the FACT that fighters will have substantially better combat attributes than a paladin. Why do you keep ignoring this?
BTW: DEX is used for LOTS more than just DEX saves. (the Ride skill, for one. AC, for another)
BTW: STR is used for to hit, and damage. How does the paladin make up for these being lower than the fighter, even before the fighter's feats come in?

Also - the Paladin's spells DO suck.
You mentioned 3 of them. Restoration, Resist Energy and Death Ward.
I'm sure you know that Rest and Ward are both 4th level spells, which mean they are useless to a paladin until 15th level (unless he sunk even MORE points and/or $$ into WIS). And a paladin up through 18th level only gets ONE 4th level spell a day!
Resist Energy only protects him from a whopping 10 points of damage from one energy type through level 13. :confused:

Are you really relying on scrolls (used mostly out of combat) to justify saying the Paladin's spells make him better in MELEE than a fighter? (!)
If so, I can just as reasonably say that a fighter can get magic items that allow him to cast those same spells, for only twice the cost of the scroll.

So are you going to actually address the points which show your approach to be flawed (and based on a non-standard D&D campaign), or will you just bring up more easily-refuted examples?

Since you keep bringing up high-level dragons and the like as a backdrop for your paladin's 'power'.... I'll make the guess that you are in your mind comparing high-level (20th level) paladins to 20th level fighters (since you seem to be assuming multiple 4th level spells per day for your paladin).
If so, I'll point out the elephant in the room we've been ignoring -
not many people play straight fighters all the way thru 20th level.
They multiclass, which makes them much more flexible and powerful than a straight paladin.
This is truly one of the main weaknesses of the paladin that we haven't even bothered to point out yet:
That they are hideously dependant on staying straight class. They don't multiclass for :):):):). There STILL is not a remotely-useful paladin PrC by the core rules.

It's not my fault that the system doesn't penalize multiclassing.
The simple fact of the matter is that a multiclassed fighter/cleric blows the doors off a straight paladin, even without invloving a PrC to make the comparison a joke.
Remember - it's YOUR restriction to play a straight paladin.
By core rules D&D, there is no reason why someone shouldn't multiclass to take more advantage of that next level than you do, with your continual advancement in the weak paladin class.
 

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Darklone said:
Let's see how my halfling TWF paladin fares :D

I guess noone will believe me if I post here that a paladin is stronger than a fighter... but I've seen many situations where the fighter was lost and much less situations where the paladin was similarly lost...
I believe it. Not to mention that the sheer number of special abilities that a paladin has gives it a great deal more potential for survival and effectiveness over the course of a campaign than a fighter does.
 

shilsen said:
I believe it. Not to mention that the sheer number of special abilities that a paladin has gives it a great deal more potential for survival and effectiveness over the course of a campaign than a fighter does.

Counting special abilities is a very poor measure of effectiveness. The most consistently effective method to defeat your opponents is pile the most damage in the least time. That is not something the Paladin is particularly good at IME.
 

reapersaurus said:
BTW: STR is used for to hit, and damage. How does the paladin make up for these being lower than the fighter, even before the fighter's feats come in?

Don't you get it? You and I have been playing Paladins wrong all along!

In my previous wimpy method of Paladin playing, I was happy if my Str were as good as the Cleric; I would not dream of comparing fighting stats with the Fighter. No more! I will just scratch out that 14 for Str and write in 18.

Thanks for the tips, Celtavian!
 

reapersaurus said:
Dude, I literally don't know where to START.

A person with no worthwhile rebuttal usually doesn't.

There's at least 30 minutes of typing material that you've given us to blow your "theory" out of the water.
I don't have that much time, or interest in proving what anyone could find out from just re-reading what's already been typed. You keep saying that the paladin is the best MELEE class.
You are obviously not taking into account what MELEE means.

Seems you missed the part where I stated what Melee means, but I'll do so again since you are obtuse: A melee class is one whose primary form of damage derives from physical combat.

Is that a sufficent definition? The best melee does not mean the most damage, but the best in terms of overall capabilities.

But really, I can save us all a lot of typing by just pointing out why your opinions on paladins are invalid to the general D&D campaign:

1) You are coming from a campaign where "A Paladin fights evil creatures 90% of the time in a dungeon as does a fighter."
It is the rarity (IME) where people play in a 90% Evil campaign.

Hmmm. Are you telling me your DM deliberately creates adventure not populated with Evil creatures? You certainly can't be talking about modules. Modules are about 80 ot 90 percent filled with evil adversaries.

2) Your campaign uses inflated stats.
This is not the normal playing field in D&D, so it invalidates your experiences with paladins to the average player.

So equally inflated stats isn't somehow balanced? Are you somehow assuming that the PC's roll attribute so good that they they still don't use dump stats? That the fighter won't have an equally inflated Str, Dex, and Con compared to the Paladins Str, Con and Cha? Your sorely mistaken.

Let's assume 28 point buy:

Fighter
S: 16 (10) D: 14 (6) C 14 (6) I 10 (2) W 10 (2) Ch 10 (2) = 28 points

Paladin
S: 14 (6) D: 10 (2) C 14 (6) I 10 (2) W 12 (4) Ch 15 (8) = 28 points

Let's assume our campaign:

Fighter
S: 18 D: 14 C 16 I 12 W 12 Ch 12

Paladin
S: 16 D 12 C 14 I 12 W 12 Ch 18

The fighter would still have a better strength, and be relatiely equal in all other stats. There is no difference between rolling and point buy in how each class will spend their best attributes. Now, a PC may roll exceedingly lucky, but the fighter or any other class has the same chance of rolling lucky. On average, a fighter will still be able to spend their best attributes in Str, Dex, and Con, and a Paladin will focus on Str, Con, and Cha.

psst!
Immunity to Fear, Will Saves, and Downtime healing aren't examples of somthing that makes a class a better combat class.
Just so you know.

I beg to differ. Defense is as important to combat as offense as is downtime healing. A Paladin can deal with situations other than straight combat that a fighter cannot.


Also - did you know that fighters can BUY the same kind of mounts paladins can? Fighters will have more skill points for Ride, and can actually gain enough feats to afford the mounted feats too. Hell, they could use LEadership and get a more powerful cohort than a Paladin mount. Or they could simply buy something that lets them fly.

How can a fighter obtain a mount as good as a Paladin's when theres doesn't increase in power at all? What's to stop a Paladin from obtaining the leadership feat to obtain a more powerful mount?

Also - you keep ignoring the FACT that fighters will have substantially better combat attributes than a paladin. Why do you keep ignoring this?

Substantially better is substantially overestimating how much better a fighters combat attributes will be.

BTW: DEX is used for LOTS more than just DEX saves. (the Ride skill, for one. AC, for another)
Most Paladins where heavy armor, anything higher than +1 dex is wasted. Dex's primary use is Reflex saves, initiative, and ranged attacks in combats. Divine grace makes up for the lower dex for reflex saves, a paladin won't be making many ranged attacks, and the higher initiative is not a necessity.

BTW: STR is used for to hit, and damage. How does the paladin make up for these being lower than the fighter, even before the fighter's feats come in?

A fighter will only have a marginally better strength if he or she wants to have a good Con and Dex.

Also - the Paladin's spells DO suck.

This statement alone shows how deluded you are.

You mentioned 3 of them. Restoration, Resist Energy and Death Ward.
I'm sure you know that Rest and Ward are both 4th level spells, which mean they are useless to a paladin until 15th level (unless he sunk even MORE points and/or $$ into WIS). And a paladin up through 18th level only gets ONE 4th level spell a day!

A 2 point wisdom item gets your wisdom high enough to cast fourth level spells, not too hefty an investment. Scrolls and wands give much earlier access to them.

Resist Energy only protects him from a whopping 10 points of damage from one energy type through level 13.

If you happen to be fighting an enemy using a flaming or shocking weapon, a fire elemental, or a demon in a fire aura it's nice to be able to resist the damage.

Are you really relying on scrolls (used mostly out of combat) to justify saying the Paladin's spells make him better in MELEE than a fighter? (!)
If so, I can just as reasonably say that a fighter can get magic items that allow him to cast those same spells, for only twice the cost of the scroll.

In pure melee a fighter is better. As I've stated, that overall a Paladin is a better melee class. Once again you are being obtuse. I've stated multiple times that I do not look only at the ability to deal melee damage when I quantify a melee class.

So are you going to actually address the points which show your approach to be flawed (and based on a non-standard D&D campaign), or will you just bring up more easily-refuted examples?

They really haven't been refuted. You just brush them off as "well, 90% of encounters aren't against evil." I can only say that maybe 80% is closer to the mark, but definitely the majority of encounters, especially major encounters, are against evil enemies.

"Fear doesn't come up that often". I agree, it doesn't come up that often. But it does come up against many key opponents such as Dragons, undead, and evil spell casters. Very prominent villains we often fight against. I have faced fear many times, and the immunity has been very helpful.

"Will saves aren't that important". Not my experience either. Will saves cause melees alot of trouble. The paladin resists will based attacks better than any other melee class except for the monk.

You haven't refuted any of these assertions. You just disregarded them claiming they do not come up often enough to fret over. I disagree with that assertion.


Since you keep bringing up high-level dragons and the like as a backdrop for your paladin's 'power'.... I'll make the guess that you are in your mind comparing high-level (20th level) paladins to 20th level fighters (since you seem to be assuming multiple 4th level spells per day for your paladin).
If so, I'll point out the elephant in the room we've been ignoring -
not many people play straight fighters all the way thru 20th level.
They multiclass, which makes them much more flexible and powerful than a straight paladin.
This is truly one of the main weaknesses of the paladin that we haven't even bothered to point out yet:
That they are hideously dependant on staying straight class. They don't multiclass for :):):):). There STILL is not a remotely-useful paladin PrC by the core rules.

I play in the Forgotten Realms. The multiclassing restriction is substantially more lenient. Even before FR came out, it still wasn't that big a deal to take your multiclass levels first. The most common multiclass Paladin was four levels of fighter prior to taking Paladin.

You are quite right, very few people play straight fighters all the way up. In 3rd edition, I've seen very few straight classes played all the way up. Most people like Prc's or multiclassing. That's the nature of 3rd edition.


Why even argue with you Reaper? You have blown off several relevant Paladin abilities that make a Paladin stand out.

For pure melee damage, you're right: A fighter or barbarian has more capacity for doing pure melee damage. If that is how you want to rate the melee classes, then so be it.

I rate them by overall capabilities. Overall the Paladin is the strongest. Their mix of defensive and offensive capabilities are better than any of the other classes that rely on melee damage as their primary source of damage. They don't do substantially less damage than either a Fighter or Barbarian in the majority of encounters, and they have the possibility of doing more damage in many encounters given the use of spells like Divine Favor or Divine Sacrifice and feats like Divine Might.

Just because you play your Paladins in a manner that allows them to be outshone by the other melee classes, does not mean the same thing occurs in our campaigns. As far as the stat system we use, it still equally limits all characters. Fighters still generally have higher physical attributes, and Paladins still have to spend a high stat for Charisma.
 
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Ridley's Cohort said:
Counting special abilities is a very poor measure of effectiveness. The most consistently effective method to defeat your opponents is pile the most damage in the least time. That is not something the Paladin is particularly good at IME.
Strange. I've seen more barbarians dying than paladins. Mainly while the barbarians caused a little bit more damage to the big monster than anyone else, then the monster striked back and we had one dead barbarian. The paladin usually survives such an onslaught (at least the Combat Expertise paladin here). And still he causes a good share of damage.

Archer paladins: Unusual, but thanks to Divine Might now pretty valid. The specialist archer in the group gulped hard as the level 11 paladin caused nearly as much damage with his puny magical +1 bow as he did with Rapid Shot, his ubermagic bow and all the other specialisation stuff.
 

Darklone said:
Strange. I've seen more barbarians dying than paladins. Mainly while the barbarians caused a little bit more damage to the big monster than anyone else, then the monster striked back and we had one dead barbarian. The paladin usually survives such an onslaught (at least the Combat Expertise paladin here). And still he causes a good share of damage.

Not my experience at all. The Fighter/Barbarians do much more damage and do not have a particular problem with dying. The Paladin death rate looks pretty similar to every other class that stands on the front line.

Paladin with 13 Int, eh? Wow, your group must have the most remarkable dice if the standard Paladin dumpstat is a 13. I will have to erase more of my stats and write in "correct" ones because clearly I have been playing wrong all this time.
 

Ridley's Cohort said:
Counting special abilities is a very poor measure of effectiveness. The most consistently effective method to defeat your opponents is pile the most damage in the least time. That is not something the Paladin is particularly good at IME.
Tell that to the paladin and fighter going up against a BBEG who uses a save-or-die spell or Sp on them. Piling a lot of damage on the opponent in a short time is an obvious part of combat effectiveness, but an equally important part is being able to survive long enough to actually do that damage. A paladin has a big edge over a fighter there.
 

I'm leaning towards the fighter being stronger in an all-out melee situation. The main things a paladin has going for it are increased saving throws (in combat, these are great if there are enemy casters), smite (at least it's better than 3.0), and spells.

The best way to utilize the spells, as far as I can tell, is to invest in wands. Remember, you can use wands for spells that you can't personally cast yet as long as the spell is on your spell list.

Still, I'd give the figher an edge. All those feats are quite useful.
 

Ridley's Cohort said:
Paladin with 13 Int, eh? Wow, your group must have the most remarkable dice if the standard Paladin dumpstat is a 13. I will have to erase more of my stats and write in "correct" ones because clearly I have been playing wrong all this time.
The current paladin had godlike dice rolls, that's right and the (IIRC on page 1 of this thread) mentioned reason why I don't see him as an example here... strength 17, charisma 18 and int 14 are not your average paladin stats.

Our first paladin though started with strength 11, high charisma, wisdom 11 and acceptable con... as well as good int. She dealt mediocre damage compared to the other group members but was always the last (wo)man standing. Barbarians and fighters ran away or got grounded by monsters while the paladin either fought with a greatsword for some damage or changed to sword&board for high AC.

That way, she was able to fight against anything, will save spells or high damage dealing monsters, while the other group members always had at least one weakness.
 

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