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*Pathfinder & Starfinder
paladin divine challenge at the end of a turn?
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<blockquote data-quote="DracoSuave" data-source="post: 4423919" data-attributes="member: 71571"><p>So far, we've got three primary marking abilities in the game.</p><p></p><p>One is the fighter's. You attack someone, they are marked. Range doesn't really play into the marking aspect, but you have to be close enough to hit them to actually deal the consequence component. In return, however, you have this consequence on all the enemies you've marked.</p><p></p><p>Advantage: Can sticky down as many enemies as you can attack.</p><p>Disadvantage: You have to position yourself where -they- are. This is not always a good thing.</p><p></p><p>Then we look at the swordmage. You attack someone, they are marked. However, if they -hit- someone else, they'll either have the attack's damage severely mitigated, you teleported in the worst position for them, or worse... they might find themselves suddenly teleported in the middle of your ranks surrounded by your buddies. </p><p></p><p>Advantage: Works against distant enemies without attacking them, very useful for breaking up artillery ranks.</p><p>Disadvantage: No 'sticky' power, enemies will still go where they like.</p><p></p><p>The paladin's is in between. You choose someone, and they are marked so long as you're adjacent or you attacked them. Now let's look at that... the adjacent part is the same as the fighter's, but the second part 'You attacked them' is different. This is -by design.-</p><p></p><p>What a lot of the arguments about engaging and 'paladin's honour' and such imply is that the paladin, sword in hand, is constantly charging at monsters and will fight the monsters where the monsters are. Why? This completely is opposed to the proliferation of Ranged powers on the paladin's list. The Paladin is as likely to say 'You. Unclean one. Get ovah heah and face my wrath!' and blast the monster harassing the striker followed by a Divine Challenge to peel them off.</p><p></p><p>That's the thing, the Paladin is more geared towards peeling enemies -off- the party, while the Fighter is more geared towards keeping enemies off. Yet the ideas presented here seem to suggest the Paladin is like the Fighter in terms of how it should work. That's simply not the case.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 4423919, member: 71571"] So far, we've got three primary marking abilities in the game. One is the fighter's. You attack someone, they are marked. Range doesn't really play into the marking aspect, but you have to be close enough to hit them to actually deal the consequence component. In return, however, you have this consequence on all the enemies you've marked. Advantage: Can sticky down as many enemies as you can attack. Disadvantage: You have to position yourself where -they- are. This is not always a good thing. Then we look at the swordmage. You attack someone, they are marked. However, if they -hit- someone else, they'll either have the attack's damage severely mitigated, you teleported in the worst position for them, or worse... they might find themselves suddenly teleported in the middle of your ranks surrounded by your buddies. Advantage: Works against distant enemies without attacking them, very useful for breaking up artillery ranks. Disadvantage: No 'sticky' power, enemies will still go where they like. The paladin's is in between. You choose someone, and they are marked so long as you're adjacent or you attacked them. Now let's look at that... the adjacent part is the same as the fighter's, but the second part 'You attacked them' is different. This is -by design.- What a lot of the arguments about engaging and 'paladin's honour' and such imply is that the paladin, sword in hand, is constantly charging at monsters and will fight the monsters where the monsters are. Why? This completely is opposed to the proliferation of Ranged powers on the paladin's list. The Paladin is as likely to say 'You. Unclean one. Get ovah heah and face my wrath!' and blast the monster harassing the striker followed by a Divine Challenge to peel them off. That's the thing, the Paladin is more geared towards peeling enemies -off- the party, while the Fighter is more geared towards keeping enemies off. Yet the ideas presented here seem to suggest the Paladin is like the Fighter in terms of how it should work. That's simply not the case. [/QUOTE]
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paladin divine challenge at the end of a turn?
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