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Paladins - likes and dislikes?
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 2871917" data-attributes="member: 1165"><p>I don't like many aspects of the CoC. I don't like the rules against poison (you can't slip knockout poison into an enemy's group) and how a paladin can't use stealth "except as a last resort" (so there goes Flik the rogue/paladin concept using decent tactics), I hate the rules against lying (you should be prevented from lying to allies and <em>discouraged</em> from lying to others) and I don't like the association rules.</p><p></p><p>Players sometimes jump through hoops to avoid lying rules. They end up sounding like Vulcan Aes Sedai, finding ways to lie without, technically, lying. A harsh DM will punish them for that anyway, leading to a sullen and resentful player. But if the DM doesn't punish them for that, it means they're not expecting the PC paladin to uphold their code. The association rules means you can't adventure with a lot of adventurers. You can't use the smuggler's ship, the fastest way to the port city, because smugglers are bad people.</p><p></p><p>I don't like how the CoC is seen - in 2e, you could lose your paladin status for commiting one violation, and DMs often think this is still the case.</p><p></p><p>The immunity to disease and removal of disease abilities are kind of weak.</p><p></p><p>I don't know why Lay on Hands was moved from 1st-level; as a level based ability, it was hardly front-loaded. I'm glad many of the other abilities got moved, though.</p><p></p><p>Likes - er, well, you're a divine class, so you get some spells. You make a decent heavy fighter. You get amazing saves. Your pokemount is an advantage, as you can send it away when yuo don't need it instead of leaving it outside the dungeon to get killed.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 2871917, member: 1165"] I don't like many aspects of the CoC. I don't like the rules against poison (you can't slip knockout poison into an enemy's group) and how a paladin can't use stealth "except as a last resort" (so there goes Flik the rogue/paladin concept using decent tactics), I hate the rules against lying (you should be prevented from lying to allies and [i]discouraged[/i] from lying to others) and I don't like the association rules. Players sometimes jump through hoops to avoid lying rules. They end up sounding like Vulcan Aes Sedai, finding ways to lie without, technically, lying. A harsh DM will punish them for that anyway, leading to a sullen and resentful player. But if the DM doesn't punish them for that, it means they're not expecting the PC paladin to uphold their code. The association rules means you can't adventure with a lot of adventurers. You can't use the smuggler's ship, the fastest way to the port city, because smugglers are bad people. I don't like how the CoC is seen - in 2e, you could lose your paladin status for commiting one violation, and DMs often think this is still the case. The immunity to disease and removal of disease abilities are kind of weak. I don't know why Lay on Hands was moved from 1st-level; as a level based ability, it was hardly front-loaded. I'm glad many of the other abilities got moved, though. Likes - er, well, you're a divine class, so you get some spells. You make a decent heavy fighter. You get amazing saves. Your pokemount is an advantage, as you can send it away when yuo don't need it instead of leaving it outside the dungeon to get killed. [/QUOTE]
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