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Paladin balanced without RP/alignment restrictions?
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<blockquote data-quote="Celtavian" data-source="post: 1593522" data-attributes="member: 5834"><p><strong>re</strong></p><p></p><p></p><p></p><p>Flawed? How so? Because a Paladin can use a fifth stat? He still must give up one of those other stats for that good charisma. My system hardly guarantees that all 5 stats will be good. It works little different than the point based system, where fighters often use Charisma and Intelligence as a dump stat. Fighters usually stack Str, Dex, and Con, and Paladins usually stack Str, Con, and Cha. A Paladin gives up Dexterity for a better Charisma. A Paladin can be powerful with three good stats: Str, Con, and Charisma. Wisdom need only max out at 12 or 14 for maximum spell benefit, and the lack of Dexterity is more than made up for by the good saves provided by high Charisma.</p><p></p><p>Your assertion is flawed. You have little idea of game balance which is greatly dependent on the DM. The DM's in our campaigns make very balanced encounters that are a challenge even for characters with higher stats than average.</p><p></p><p>The Paladins in our group are more powerful for the reasons I have stated multiple times, which apparently a few people claim don't occur that often in their games.</p><p></p><p>1. Immunity to fear: Fear may not come up all that often, but neither does a situation where you need to do much more than whack a villain. When fear does come up, it is usually a pretty serious encounter. Often the other melee classes do not make their fear saves, which leaves the Paladin to hold the line while they run. It has happened multiple times on key encounters in our campaigns.</p><p></p><p>2. Will Saves: The Paladins usually reasonable wisdom and Divine Grace ability come together to make them a great deal more resistant to Will based spells and supernatural abilities. Once again, they may only come up on certain encounters, but usually they are key encounters. That hold or charm spell delays the other melee classes until the cleric or wizard can bail them out, while the Paladin just keeps on fighting.</p><p></p><p>3. Downtime healing: Sometimes the cleric's healing spells are exhausted. A warrior capable of healing themselves and others with wands and scrolls is very helpful. You never know when the cleric is going to caught up doing something else, dead, or unconcious. </p><p></p><p>4. The Paladin Mount: We allow mounts other than warhorses per the rules in the DMG. Most of the Paladins take flying mounts which allow them to engage enemies most melee classes are unable to engage. Paladin mounts are a huge advantage if the DM allows for other than a horse. If the Dm allows only for a horse, then this advantage is not as great. Though still a great deal better than nothing.</p><p></p><p>Such Paladin capabilities come together to make them the best melee tank in terms of power and capabilities. It is not like they make other melee classes obsolete, but they definitely stand out in our campaigns.</p><p></p><p></p><p></p><p>Paladins are a strong class. They receive alot of abilities that are useable at key times during an adventure against the enemy that adventuring parties most often face: evil. A solid smite at the right time really lets them shine. Immunity to dragon or necromancer fear is a definitely plus in the those big, epic dragon battles.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 1593522, member: 5834"] [b]re[/b] Flawed? How so? Because a Paladin can use a fifth stat? He still must give up one of those other stats for that good charisma. My system hardly guarantees that all 5 stats will be good. It works little different than the point based system, where fighters often use Charisma and Intelligence as a dump stat. Fighters usually stack Str, Dex, and Con, and Paladins usually stack Str, Con, and Cha. A Paladin gives up Dexterity for a better Charisma. A Paladin can be powerful with three good stats: Str, Con, and Charisma. Wisdom need only max out at 12 or 14 for maximum spell benefit, and the lack of Dexterity is more than made up for by the good saves provided by high Charisma. Your assertion is flawed. You have little idea of game balance which is greatly dependent on the DM. The DM's in our campaigns make very balanced encounters that are a challenge even for characters with higher stats than average. The Paladins in our group are more powerful for the reasons I have stated multiple times, which apparently a few people claim don't occur that often in their games. 1. Immunity to fear: Fear may not come up all that often, but neither does a situation where you need to do much more than whack a villain. When fear does come up, it is usually a pretty serious encounter. Often the other melee classes do not make their fear saves, which leaves the Paladin to hold the line while they run. It has happened multiple times on key encounters in our campaigns. 2. Will Saves: The Paladins usually reasonable wisdom and Divine Grace ability come together to make them a great deal more resistant to Will based spells and supernatural abilities. Once again, they may only come up on certain encounters, but usually they are key encounters. That hold or charm spell delays the other melee classes until the cleric or wizard can bail them out, while the Paladin just keeps on fighting. 3. Downtime healing: Sometimes the cleric's healing spells are exhausted. A warrior capable of healing themselves and others with wands and scrolls is very helpful. You never know when the cleric is going to caught up doing something else, dead, or unconcious. 4. The Paladin Mount: We allow mounts other than warhorses per the rules in the DMG. Most of the Paladins take flying mounts which allow them to engage enemies most melee classes are unable to engage. Paladin mounts are a huge advantage if the DM allows for other than a horse. If the Dm allows only for a horse, then this advantage is not as great. Though still a great deal better than nothing. Such Paladin capabilities come together to make them the best melee tank in terms of power and capabilities. It is not like they make other melee classes obsolete, but they definitely stand out in our campaigns. Paladins are a strong class. They receive alot of abilities that are useable at key times during an adventure against the enemy that adventuring parties most often face: evil. A solid smite at the right time really lets them shine. Immunity to dragon or necromancer fear is a definitely plus in the those big, epic dragon battles. [/QUOTE]
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Paladin balanced without RP/alignment restrictions?
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