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Paladins - likes and dislikes?
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<blockquote data-quote="Quasqueton" data-source="post: 2872011" data-attributes="member: 3854"><p>I wish the paladin class had abilities that made people want to have a paladin in the party. Every party wants a cleric (because his healing is a boon to all), but few particularly want a paladin, and some even specifically don’t want a paladin (because his CoC restrictions are sometimes a detriment to all).</p><p></p><p>Like the paladin’s aura of courage. That is cool – it gives his party a bonus/boost against fear effects. But the paladin should have more such abilities that make adventurers want to have one in the party. (Even the bard can give all his allies a combat bonus – far more useful than a bonus against fear.)</p><p></p><p>The detect evil ability is very good for a party, but unfortunately, too many DMs dislike it. (For completely silly reasons, in my opinion and experience.)</p><p></p><p>Divine grace should apply to all allies within a range. (Maybe just half effectiveness to allies, for balance.)</p><p></p><p>Smite evil is nice, but it only helps the paladin. The paladin’s mount doesn’t help the party, unless they get all cheesy/gamey and use it as an extradimensional storage locker.</p><p></p><p>The old AD&D1 paladin’s aura of protection from evil 10’ radius was very good for parties. It hedged out demons and such, so a party could gather around the paladin for protection against big nasties. *That* was a tangible boon at times.</p><p></p><p>The paladin could have auras that only benefit those allies of good alignment – give incentive to play along and into the paladin’s CoC.</p><p></p><p>All in all, the paladin should have abilities that make a party consider a serious choice between a fighter or a cleric and the paladin. Paladins should have abilities that make them equally desired as a fighter and/or a cleric. “Hmmm. If we all get the benefits of the paladin’s presence, it could be worth playing along with the paladin’s code of conduct restrictions.”</p><p></p><p>Quasqueton</p></blockquote><p></p>
[QUOTE="Quasqueton, post: 2872011, member: 3854"] I wish the paladin class had abilities that made people want to have a paladin in the party. Every party wants a cleric (because his healing is a boon to all), but few particularly want a paladin, and some even specifically don’t want a paladin (because his CoC restrictions are sometimes a detriment to all). Like the paladin’s aura of courage. That is cool – it gives his party a bonus/boost against fear effects. But the paladin should have more such abilities that make adventurers want to have one in the party. (Even the bard can give all his allies a combat bonus – far more useful than a bonus against fear.) The detect evil ability is very good for a party, but unfortunately, too many DMs dislike it. (For completely silly reasons, in my opinion and experience.) Divine grace should apply to all allies within a range. (Maybe just half effectiveness to allies, for balance.) Smite evil is nice, but it only helps the paladin. The paladin’s mount doesn’t help the party, unless they get all cheesy/gamey and use it as an extradimensional storage locker. The old AD&D1 paladin’s aura of protection from evil 10’ radius was very good for parties. It hedged out demons and such, so a party could gather around the paladin for protection against big nasties. *That* was a tangible boon at times. The paladin could have auras that only benefit those allies of good alignment – give incentive to play along and into the paladin’s CoC. All in all, the paladin should have abilities that make a party consider a serious choice between a fighter or a cleric and the paladin. Paladins should have abilities that make them equally desired as a fighter and/or a cleric. “Hmmm. If we all get the benefits of the paladin’s presence, it could be worth playing along with the paladin’s code of conduct restrictions.” Quasqueton [/QUOTE]
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