Paladin Design Goals ... WotC Blog

My two cents..

Nothing surprising about the paladin, mind you there was nothing extraordinary about the wizard, cleric or fighter either. I really hate these fluff pieces.

A paladin seeks out a holy avenger? That is like their life's work? Odd. A holy avenger should be a good weapon, but not necessarily tied to any class IMHO.

"Restore Stamina" worries me. How are they measuring stamina? One way comes to mind, which is a way I really hope doesn't exist in 5e. Read: Healing Surges. It is my deal breaker and I hope that isn't what they mean.

Kind of find the "turn undead" that turns anything to be provocative, not sure how that will end up but it is interesting to see.

That is all.
 

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About the medieval/catholic idea that sinners are punished with death without mercy, I'll have to remind you that...

Generally, in the middle ages, it was better to be tried by the Church than secular authorities because the Church was generally expected to forgive you rather than punish you. This actually led to some problems, as everyone tried to get tried by clerical courts rather than the secular authorities so they could walk away scot free.

After the serious challenges to Church power by secular rulers and schismatic clerics during the reformation, and the increasing revival of Roman Law (which said lower born people needed to be tortured before their testimony could be trusted) that things took a turn for the nasty.
 

I, for one, think that the Paladin described in the article is a reasonable compromise. For me, and those like me, who see the Paladin as a devotee to all that is good, whose powers come either from good itself or from the earned favor of the divine, the class doesn't fight that.

For those that primarily see the Paladin as a servant of a god, the class doesn't really fight that either. Dedication is still the core principle in either case, so the lawful requirement fits for all but Chaotic Evil gods. And one doesn't worship a chaotic evil god. One merely attempts to appease him.

Thus, most of the character archetypes that people attach to the paladin can be represented by this design.
 

Because the entire concept of following a "code" is lawful...

I disagree that just because somebody follows a code that they're Lawful.

Literature is full of characters who follow their own personal code of honour or the dictates of a deity but really, really are not what D&D would consider lawful.

I'll try and NOT get sidetracked into an argument about alignment.

To me, Paladin is "Holy Warrior dedicated to a God". And I think that almost all Gods have room for that concept.
 

I am not a fan of the Lawful-Chaos alignment axis, I would much rather just keep Good-Evil. So I don't care if the Paladin loses the Lawful restriction, but I hope it at least keeps the Good restriction.

I really hope they don't end up being just a fighter-cleric hybrid.
 
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I am not a fan of the Lawful-Chaos alignment axis, I would much rather just keep Good-Evil. So I don't care if the Paladin loses the Lawful restriction, but I hope it at least keeps the Good restriction.

I really hope they don't end up being just a fighter-cleric hybrid.
I'm kind on the oppossite side, as long as all Paladins were lawful-only I wouldn't mind neutral and evil paladins. But if given the choice I still want them LG-only.
 

The "paladin" page in the 5e PHB should have a little sidebar about how some people/groups like it one way, some people/groups like it the other way, and that they're both perfectly fine and valid and each group is encouraged to modify the game to fit their tastes, and as always play what you like.

Actually, every page should have that. And it should be written in 72-point, bright orange text on the first page of each chapter in the DMG.
 

Maybe, but I've seen far, far more rangers in actual play than paladins. Liking the idea of paladins, and being wililng to vote for them in an online poll, isn't the same thing as actually having one as the character you play with every week.

Well, it's sensible to take online polls with a pinch of salt, but then again there is something to it - we can't turn around and say it's telling us nothing.

Regardless, the fact Wizards is releasing the design concept and people are replying is evidence enough for me about the issue of class popularity.
 

Ok, now for my thoughts in order:

1. The paladin is a champion of a divine calling.
Good that they're treating this as the most salient aspect of the class. I'd prefer LG only but as far as compromises go I can handle the 'must be lawful' and alternate powers for non-good paladins.
EDIT: Perhaps a track for paladins who fall from grace can be included here? So a paragon of virtue who accidentally kills an innocent, becomes LN with a flavour change in powers. From there they could fall further or redeem themselves.

2. A paladin can see and smite evil.
Nice to see the word "see" there. The story potential of sensing evil is pretty cool. Just hope they can tone down any radar like effect - as useful as that is it, it should feel more organic.
Making the paladin judge of who suffers from their smites... From a mechanical point of view that is most permissive. I guess being able to sense evil should solve the problem of accidentally smiting the innocent?

3. A paladin is a fearless and selfless warrior.
I'm worried about the paladin being 2nd to the fighter. Going by prior efforts the paladin typically gets crippled by MAD on top of dipping out on combat skills. Double-whammys like that can result in a class much worse than 2nd fiddle to the fighter. I'll be watching the MAD especially here.
Otherwise all good. The holy avenger has always had an attachment to the paladin class, so formerly joining the stories could work out.

4. A paladin has divine abilities.
All the bells and whistles associated with the class. They all look good to me.
 

I posted this over on the "Easy Paladin Poll" thread, but it seems a lot of it applies here as well. So here 'tis again. Enjoy. :)

Wow! I don't think I've EVER seen a poll on Enworld that was so perfectly, precisely, "on the fence" with a 50/50 split like this. People sho' do seem to have strong opinions about the Paladin...moreso, it would seem, than just about any other topic/class.

The question of a "sub-class" was never really a question for me. Even presenting "Paladin" as a class right up along with the "big four" never really changed that perception, for me. The paladin was still a "fighter - but more specific in this way" or "received these extra [abilities] power tidbits in exchange for certain restrictions."

To [MENTION=8858]hafrogman[/MENTION] 's observation of them being "sur-classes" as opposed to "sub's", that make quite a bit of sense to my view. You got more abilities and specialized skills...again, in exchange for accepting the limitations- paladins had to be lawful good, had to tithe X% of their treasure, could only carry/use Y number magic items. rangers had to accept an alignment restriction also, could only possess whatever items and treasure they could carry, couldn't work with more than (was it 3? 5?) other rangers for a given amount of time, illusionists were a bit more limited in their spell progression, had restrictions on the types of magic items they could use, BUT (and whether this made them "more powerful" than a standard MU is, of course, a different debate) they received their OWN/different spells that a normal/full "MU/wizard/mage" didn't have access to..and ALL of them, I believe, had [some quite severe] ability minimum restrictions to force those classes to be more rare/unachievable, etc.

There was a built in (presumably for the concept of "balance") give and take to them. You got these extra fiddly bits, IF YOU met these requirements and accepted the limitations. There was a certain...symmetry about them...a certain "fairness" that really wasn't questioned overly much.

Then we got to the land of "I want my cake and eat it too. I want all of the powers and none of the restrictions...and who are you [DM] or they [the books] to tell me what to do with my character? I will not be limited! I do not recognize the authority of this system to judge me!...OO! Natural 20! I ROCK!"

And, thence, the arguments began about "well what makes this class [paladin, specifically, for the purposes of this thread] any different than any other [a fighter/cleric...or cleric/fighter...or just a very martially adept cleric...or a devout fighter]?

The rules changed...the lines blurred...and here we are in a mish-mash quicksand trap of our own making, essentially.

The alignment restriction argument isn't an argument about alignment, though I've no doubt many believe it to be so...it's an argument against restrictions on their character...which they then justify with XYZ examples of literature and history and "how one can reason out a paladin who is Chaotic Good." Anyone, of enough intelligence, can 'reason out" any position/argument they like. Doesn't make it a "good" or a "right" choice for the system as a whole, but it/anything is defensible...and the general archetype/fictional character concept suffers as a result.

All of that said, I have very little doubt that Alignment, in general, is going to be taking a very very minor, if not completely "optional module", place in 5e. As such, it seems any and all of us will be able to apply, or not, the LG paladin into our games at will. And, let's be honest, even if it didn't make it optional, we'd make it how we want in our games anyway.

Now, they've presented, from the "Design Goal" article that a paladin (at least as far as we know/the coming playtests) "must be lawful"...which makes all kindsa sense to the concept of a devout champion who follows a stringent code. If you're not "lawful" you don't really give two rats' tails about "following rules" all that much. You wouldn't choose to be a member of an "order" of pretty much any kind that's going to tie your hands on certain things, let alone a stringent code of conduct in your personal (and potentially religious) life.

I've been allowing "lawful" paladins in my games/world setting since 1e days. It just makes flavor sense...upon which the archetype is based, with the mechanics of what that means/entails [the "extra powers"] coming along afterwards to reenforce the fluff.

It seems a compromise on the designers part to allow for LG paladins, but allow folks who want "paladins" (or, more accurately all of the paladin's powers) without the single alignment restriction. You want an "evil" paladin? Fine. Lawful Evil. Enforce your "brand of justice" or maintain the "Order of your personal rule/power" on anyone you like with impunity. You want a "paladin" who travels around dispensing out the judgements and bringing the "rule of Law" to the masses/less fortunate? Fine. Lawful Neutral is your bag...have all of the "Batman paladins" you want (who care about bringing/enforcing the Order of Law but don't really see/feel a need to adhere to the "good" all of the time to get that done. Law and Order are the "true" ideals/virtues to be upheld/enforced).

I also, in my game world, demand that all paladins are tied to gods (obviously only the LG, LN or LE ones) and are part of established orders...be they connected/beholden to the clerical temples or their own offshoot organizations. Again, this seems like a piece of fluff easily ignored/taken out of your games if you want the "ideals/virtue/only responsible for or to their own code" paladin guys.

There's just so much disagreement over things that are so easily mutable. As long as the options are there, presented as options, then everyone wins and all of this debate is pointless. "If you're going to change it anyway then give me my rules the way I want them and change yours" does not, in any way, argue against the inclusiveness of options.

For those who want to say "but I want my paladin to be Chaotic Neutral" or "have the Lurker Theme" or "every god should have a paladin [cuz I have this really cool Neutral Good god I want to use]" or whatever other special snowflake/corner case vision you want to present...just DO IT!

Put it in your games [if you're the DM]. Noone's coming to your table from the 5e Gestapo to tell you your "doing it wrong"...and players who do so can and SHOULD be easily ignored or expunged [if they're not willing to let it go/let you run your table as desired] or are welcoem to leave of their own accord if they feel so strongly about it.

But, stop telling everyone else who's playing the game with [or without, for that matter] LG paladins, they're doing it wrong or WotC is doing it wrong or D&D always got it wrong...because they're not making it a "rule" the way you think it should be. Again, just do it!

There...I think that's all I have to say on the paladin front...which, obviously, applies to just about anything else you want/don't want in the game.

--SD
 

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