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Paladin exploit?
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<blockquote data-quote="TheGorramBatman" data-source="post: 6367454" data-attributes="member: 6778804"><p>I pointed this out in the low level Barbarian vs Fighter thread (whatever the hell it's called). The Battlemaster is capable of taking advantage of this rule pairing as well (and was the original target of my examination of the rules), but I really don't think it is an issue in that case since the Battlemaster tops out at 2d12 and is stuck with critting on a d20.</p><p></p><p>For Divine Smite, the amount of damage we're talking about here is 2d8 - 14d8 (with a 5th level slot, the 11th level bonus die, and vs a Fiend).</p><p></p><p>The Paladin has <em>plenty</em> of spell slots to keep a world-destroying ace in the hole without much impact to the class' playstyle. The Paladin becomes a slot machine that wins very big without having to bet anything on a failure. Also the smite spells, for the most part, seem like a waste of a prepared spell by comparison (not that the class gets a wonderful drove of spell options in the first place).</p><p></p><p>This makes dual wielding dex Paladins pretty damn effective crit fishers despite the fact that they don't get a proper fighting style for dual wielding. Polearms on the other hand...</p><p></p><p>I expect to see a lot of polearm wielding Paladins. I wouldn't be surprised to see Divine Smite errata which removed the ability for those dice to double on a crit.</p><p></p><p>Though this is the exact kind of thing that looks ridiculous on paper in a vacuum. We'll see how practical play actually turns out.</p></blockquote><p></p>
[QUOTE="TheGorramBatman, post: 6367454, member: 6778804"] I pointed this out in the low level Barbarian vs Fighter thread (whatever the hell it's called). The Battlemaster is capable of taking advantage of this rule pairing as well (and was the original target of my examination of the rules), but I really don't think it is an issue in that case since the Battlemaster tops out at 2d12 and is stuck with critting on a d20. For Divine Smite, the amount of damage we're talking about here is 2d8 - 14d8 (with a 5th level slot, the 11th level bonus die, and vs a Fiend). The Paladin has [i]plenty[/i] of spell slots to keep a world-destroying ace in the hole without much impact to the class' playstyle. The Paladin becomes a slot machine that wins very big without having to bet anything on a failure. Also the smite spells, for the most part, seem like a waste of a prepared spell by comparison (not that the class gets a wonderful drove of spell options in the first place). This makes dual wielding dex Paladins pretty damn effective crit fishers despite the fact that they don't get a proper fighting style for dual wielding. Polearms on the other hand... I expect to see a lot of polearm wielding Paladins. I wouldn't be surprised to see Divine Smite errata which removed the ability for those dice to double on a crit. Though this is the exact kind of thing that looks ridiculous on paper in a vacuum. We'll see how practical play actually turns out. [/QUOTE]
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