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Paladin Warhorse
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<blockquote data-quote="Gothmog" data-source="post: 942421" data-attributes="member: 317"><p>Kai Lord, Olive- I'm not trying to be rude or confrontational, and I am sorry if I have come off that way, but this change strikes me as completely unwarranted. I have been playing D&D for almost 20 years now, and in all that time, I have seen probably 7 paladins played, all of which used their mounts. In all cases, the paladin player in questions got tremendous use out of the mount, and tried to engineer situations where they could be used to full benefit. Paladins are already one of the more potent classes in the game, and while many changes seemed warranted in 3.5, this one seems kinda out there. Also, if the warhorse is a summoned creature- is it the same creature each time, or is it a random summons? This also brings up the topic of whether it can be killed, or if it is brought to 0 hp, is it simply an inconvenience for the paladin?</p><p></p><p>I guess my point is that I feel the D&D core rules should be published for a mid to slightly higher magic setting, as has been traditional in the past. This seems to be a push in the direction of even more magic, and many people take what is written in the D&D core rules as canon that cannot be contradicted. I guess it bothers me also because its part of the increasing power creep that seems to be insinuating its way into all the WotC stuff (and some 3rd party publishers). The way the paladin's mount was written in 3E, it was an animal infused with the presence of the divine- but otherwise a normal animal. The new explanation (which some people will take as canon and be upset if I change) is that the mount is an outsider summoned at times of need to the side of the paladin. The rules are not sacred, they are only there so that the group can have fun. House ruling is great for some groups, not for others. Do I still play D&D? Yeah, mabye not the same form as everybody else, but nodoby has a monopoly on the "correct" way to play.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 942421, member: 317"] Kai Lord, Olive- I'm not trying to be rude or confrontational, and I am sorry if I have come off that way, but this change strikes me as completely unwarranted. I have been playing D&D for almost 20 years now, and in all that time, I have seen probably 7 paladins played, all of which used their mounts. In all cases, the paladin player in questions got tremendous use out of the mount, and tried to engineer situations where they could be used to full benefit. Paladins are already one of the more potent classes in the game, and while many changes seemed warranted in 3.5, this one seems kinda out there. Also, if the warhorse is a summoned creature- is it the same creature each time, or is it a random summons? This also brings up the topic of whether it can be killed, or if it is brought to 0 hp, is it simply an inconvenience for the paladin? I guess my point is that I feel the D&D core rules should be published for a mid to slightly higher magic setting, as has been traditional in the past. This seems to be a push in the direction of even more magic, and many people take what is written in the D&D core rules as canon that cannot be contradicted. I guess it bothers me also because its part of the increasing power creep that seems to be insinuating its way into all the WotC stuff (and some 3rd party publishers). The way the paladin's mount was written in 3E, it was an animal infused with the presence of the divine- but otherwise a normal animal. The new explanation (which some people will take as canon and be upset if I change) is that the mount is an outsider summoned at times of need to the side of the paladin. The rules are not sacred, they are only there so that the group can have fun. House ruling is great for some groups, not for others. Do I still play D&D? Yeah, mabye not the same form as everybody else, but nodoby has a monopoly on the "correct" way to play. [/QUOTE]
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