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Paladins - likes and dislikes?
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<blockquote data-quote="FireLance" data-source="post: 2873576" data-attributes="member: 3424"><p>I will admit that the paladin will not suit some players, DMs and campaigns, in particular, players with a narrow interpretation of the paladin's code, adversarial DMs who think their job is to make the paladin PC lose his class abilities, and "pragmatic" campaigns where being good is foolish instead of an advantage.</p><p></p><p>I personally like paladins, though.</p><p></p><p>Dislikes:</p><p>Turn Undead is not really useful for a paladin, apart from powering divine feats. The three-level lag behind a cleric of equivalent level means that it is usually impossible for a paladin to affect an undead creature that a cleric has difficulty turning. It's essentially only useful against weak undead minions, assuming the party encounters any in the first place.</p><p></p><p>Divine Health and Remove Disease also come up rarely, unless the campaign includes many opponents that cause disease. Also, I have a personal dislike of x times per week abilities in general, as they are harder to keep track of than those that refresh daily.</p><p></p><p>The blanket prohibition against associating with evil. This rules out the possibility of a paladin working with an evil creature against a common foe, showing him the ways of good, and possibly redeeming him.</p><p></p><p>Likes:</p><p>The concept of the paladin as a character dedicated to the difficult, straight and narrow path of Law and Good, and drawing strength and power his commitment to these ideals. For this reason, I don't like the idea of paladins of every alignment.</p><p></p><p>Detect Evil is a good way to alert the party to the presence of evil where it shouldn't be, allowing them to foil ambushes and warning them that they should be cautious. Naturally, I don't run games which would be ruined if the party discovers that a particular NPC is evil.</p><p></p><p>Smite Evil is a good offensive ability, and synergizes very well with the paladin's special mount because it provides a flat damage bonus instead of extra dice.</p><p></p><p>Divine Grace is a good defensive ability, and Lay on Hands provides extra healing, which is always useful (and makes a pretty good touch attack against undead creatures, too). Aura of Courage helps support the idea of the courageous champion of good who knows no fear.</p><p></p><p>I also like the Summon Mount ability as it is an actual advantage now, instead of a potential liability.</p><p></p><p>Wishlist:</p><p>More paladin spells that can be cast as a swift action and are verbal only (to avoid the messiness of dropping a weapon or shield to cast a spell).</p></blockquote><p></p>
[QUOTE="FireLance, post: 2873576, member: 3424"] I will admit that the paladin will not suit some players, DMs and campaigns, in particular, players with a narrow interpretation of the paladin's code, adversarial DMs who think their job is to make the paladin PC lose his class abilities, and "pragmatic" campaigns where being good is foolish instead of an advantage. I personally like paladins, though. Dislikes: Turn Undead is not really useful for a paladin, apart from powering divine feats. The three-level lag behind a cleric of equivalent level means that it is usually impossible for a paladin to affect an undead creature that a cleric has difficulty turning. It's essentially only useful against weak undead minions, assuming the party encounters any in the first place. Divine Health and Remove Disease also come up rarely, unless the campaign includes many opponents that cause disease. Also, I have a personal dislike of x times per week abilities in general, as they are harder to keep track of than those that refresh daily. The blanket prohibition against associating with evil. This rules out the possibility of a paladin working with an evil creature against a common foe, showing him the ways of good, and possibly redeeming him. Likes: The concept of the paladin as a character dedicated to the difficult, straight and narrow path of Law and Good, and drawing strength and power his commitment to these ideals. For this reason, I don't like the idea of paladins of every alignment. Detect Evil is a good way to alert the party to the presence of evil where it shouldn't be, allowing them to foil ambushes and warning them that they should be cautious. Naturally, I don't run games which would be ruined if the party discovers that a particular NPC is evil. Smite Evil is a good offensive ability, and synergizes very well with the paladin's special mount because it provides a flat damage bonus instead of extra dice. Divine Grace is a good defensive ability, and Lay on Hands provides extra healing, which is always useful (and makes a pretty good touch attack against undead creatures, too). Aura of Courage helps support the idea of the courageous champion of good who knows no fear. I also like the Summon Mount ability as it is an actual advantage now, instead of a potential liability. Wishlist: More paladin spells that can be cast as a swift action and are verbal only (to avoid the messiness of dropping a weapon or shield to cast a spell). [/QUOTE]
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