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General Tabletop Discussion
*Pathfinder & Starfinder
Paladin balanced without RP/alignment restrictions?
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<blockquote data-quote="Quasqueton" data-source="post: 1584559" data-attributes="member: 3854"><p>I think the paladin is balaced mechanically with the other classes without the alignment and code restrictions. With the alignment and code restrictions, I think the paladin should have a little something extra to make everyone want a paladin in the party (not necessarily to make everyone want to play a paladin). </p><p></p><p>Everyone wants a cleric in the party because of what clerics can do for everyone else -- healing spells, buffing spells, etc. </p><p></p><p>Even a bard gives a benefit to the whole party -- inspire courage, inspire competence, healing spells, etc.</p><p></p><p>I wish the paladin had something beyond just the aura of courage (which doesn't come till 3rd level) to support his comrades that made everyone want a paladin in the party. Something that would make even CN rogues consider controlling themselves so they could have a paladin in the party. The aura of courage is just too limited in use. The old protection from evil 10' radius aura in previous editions was definitely a boon that made a paladin a first-round draft pick for parties.</p><p></p><p>And the mount thing is kind of odd. Suddently, at 5th level the paladin nearly doubles in melee capability based on summoning his mount. And if the paladin is not built as a mounted fighter, the whole horse thing feels out of place.</p><p></p><p>I've played a mid-level paladin (8-9th level), and am currently playing a low-level paladin (1st-2nd level). A fighter is better at fighting. A cleric is better at the divine stuff (spells and turning undead). And often a party sees a paladin's code as an albatross around *their* neck as well as the paladin's.</p><p></p><p>I love paladins, both as a Player and a DM. But they need a little something to make most non-paladins like having one around, and worth "putting up" with the their alignment and code.</p><p></p><p>Quasqueton</p></blockquote><p></p>
[QUOTE="Quasqueton, post: 1584559, member: 3854"] I think the paladin is balaced mechanically with the other classes without the alignment and code restrictions. With the alignment and code restrictions, I think the paladin should have a little something extra to make everyone want a paladin in the party (not necessarily to make everyone want to play a paladin). Everyone wants a cleric in the party because of what clerics can do for everyone else -- healing spells, buffing spells, etc. Even a bard gives a benefit to the whole party -- inspire courage, inspire competence, healing spells, etc. I wish the paladin had something beyond just the aura of courage (which doesn't come till 3rd level) to support his comrades that made everyone want a paladin in the party. Something that would make even CN rogues consider controlling themselves so they could have a paladin in the party. The aura of courage is just too limited in use. The old protection from evil 10' radius aura in previous editions was definitely a boon that made a paladin a first-round draft pick for parties. And the mount thing is kind of odd. Suddently, at 5th level the paladin nearly doubles in melee capability based on summoning his mount. And if the paladin is not built as a mounted fighter, the whole horse thing feels out of place. I've played a mid-level paladin (8-9th level), and am currently playing a low-level paladin (1st-2nd level). A fighter is better at fighting. A cleric is better at the divine stuff (spells and turning undead). And often a party sees a paladin's code as an albatross around *their* neck as well as the paladin's. I love paladins, both as a Player and a DM. But they need a little something to make most non-paladins like having one around, and worth "putting up" with the their alignment and code. Quasqueton [/QUOTE]
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Paladin balanced without RP/alignment restrictions?
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