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Paladins in 5e (different from Battle Clerics and Chivalrous Fighters)
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<blockquote data-quote="dangerous jack" data-source="post: 5828870" data-attributes="member: 23654"><p>Thinking about the difference between a fighter, a cleric, and a paladin and what it means to me as a thought exercise.</p><p></p><p>A fighter:</p><p>* picks an enemy (or group of enemies) and attacks immediately (charge or ranged)</p><p>* the fighter's allies don't worry about him in combat for a little while, but check on him to make sure he's still okay after a while (peering around the bodies)</p><p>* the fighter's allies want to work with him and he helps them</p><p>* the fighter's enemies will discover that he's the greatest threat after a round or two</p><p></p><p>A cleric:</p><p>* keeps tabs on the entire battlefield</p><p>* inspires / directs his companions to their greatest effect</p><p>* heals when needed</p><p></p><p>A paladin:</p><p>* focuses on a dangerous enemy (or group of enemies) and draws the enemy's attention immediately</p><p>* other enemies know not to interfere with this divine challenge</p><p>* the paladin's allies know that they no longer have to fear the paladin's target (except for area attacks)</p><p>* a paladin's allies work towards other goals rather than trying to assist him (he's got all the help he needs)</p><p></p><p>So there are a lot of similarities between <em>my</em> view of the fighter and paladin, and fewer similarities between the fighter and cleric. So focusing on making the paladin more distinct from the fighter... here are a few differences I'd make if I was in charge:</p><p>* paladin's challenge is a big deal, maybe even a daily power or one that burns some resource (such as a 4e healing surge). it affects every enemy in the battle to some degree, but on the downside he also can't flank with allies when it's active, can't make opportunity attacks against non-challenged foes, etc..</p><p>* the paladin can draw on his own reserves better than any other character. in 4e terms, maybe he can second wind multiple times per encounter as long as his super challenge is in play.</p><p>* the fighter might hit more frequently because he's more skilled with his weapon, but he can be worn down (although he has more raw hit points)</p><p>* the fighter is still awesome because he sees every opportunity (i.e. OA's), flanks even better (grants +3 instead of +2), and has a few more tricks up his sleeve (push, disarm, trip, sunder, flurry, etc.)</p></blockquote><p></p>
[QUOTE="dangerous jack, post: 5828870, member: 23654"] Thinking about the difference between a fighter, a cleric, and a paladin and what it means to me as a thought exercise. A fighter: * picks an enemy (or group of enemies) and attacks immediately (charge or ranged) * the fighter's allies don't worry about him in combat for a little while, but check on him to make sure he's still okay after a while (peering around the bodies) * the fighter's allies want to work with him and he helps them * the fighter's enemies will discover that he's the greatest threat after a round or two A cleric: * keeps tabs on the entire battlefield * inspires / directs his companions to their greatest effect * heals when needed A paladin: * focuses on a dangerous enemy (or group of enemies) and draws the enemy's attention immediately * other enemies know not to interfere with this divine challenge * the paladin's allies know that they no longer have to fear the paladin's target (except for area attacks) * a paladin's allies work towards other goals rather than trying to assist him (he's got all the help he needs) So there are a lot of similarities between [I]my[/I] view of the fighter and paladin, and fewer similarities between the fighter and cleric. So focusing on making the paladin more distinct from the fighter... here are a few differences I'd make if I was in charge: * paladin's challenge is a big deal, maybe even a daily power or one that burns some resource (such as a 4e healing surge). it affects every enemy in the battle to some degree, but on the downside he also can't flank with allies when it's active, can't make opportunity attacks against non-challenged foes, etc.. * the paladin can draw on his own reserves better than any other character. in 4e terms, maybe he can second wind multiple times per encounter as long as his super challenge is in play. * the fighter might hit more frequently because he's more skilled with his weapon, but he can be worn down (although he has more raw hit points) * the fighter is still awesome because he sees every opportunity (i.e. OA's), flanks even better (grants +3 instead of +2), and has a few more tricks up his sleeve (push, disarm, trip, sunder, flurry, etc.) [/QUOTE]
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