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Paladins - likes and dislikes?
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<blockquote data-quote="3d6" data-source="post: 2900028" data-attributes="member: 12715"><p>I like paladins, generally speaking.</p><p></p><p>I'm not too fond of the emphasis placed on mounted combat. I've never really had campaigns that took place in rolling planes where you can use a horse to good effect. (Although the PH2 paladin variant removes that issue.)</p><p></p><p>I've always felt that the spellcasting was too weak to be all that useful. If they had full caster level instead of 1/2, I would be more happy with it.</p><p></p><p>I've always been bothered by the lack of fear-related abilities. Intimidate is not a class skill, they can't generate any fear effects. I want my paladin to strike terror into the hearts of the unrighteous, like an archon does with thier aura of menace.</p><p></p><p>I've never had any problems with the paladin code in games I've played. So long as you discuss your character with the DM and the other players and get everybody's OK, it's not a problem.</p><p></p><p>I wish paladins were more different from one another. No bonus feats and no selectable abilities mean that paladins always seem a little cookie-cutter. Heavy ability score dependancies exacerbate that, nearly all paladin's I've seen have moderately good Strength, Constitution, Wisdom, and Charisma, poor Dexterity, and mediocre Intelligence. They always end up in heavy armor because of the poor Dexterity. There's a real sameness about the characters. The most unusual paladin I ever played was mechanically memorably only becuase he roll astonishing ability scores (two 18s, several 16s, etc.)</p></blockquote><p></p>
[QUOTE="3d6, post: 2900028, member: 12715"] I like paladins, generally speaking. I'm not too fond of the emphasis placed on mounted combat. I've never really had campaigns that took place in rolling planes where you can use a horse to good effect. (Although the PH2 paladin variant removes that issue.) I've always felt that the spellcasting was too weak to be all that useful. If they had full caster level instead of 1/2, I would be more happy with it. I've always been bothered by the lack of fear-related abilities. Intimidate is not a class skill, they can't generate any fear effects. I want my paladin to strike terror into the hearts of the unrighteous, like an archon does with thier aura of menace. I've never had any problems with the paladin code in games I've played. So long as you discuss your character with the DM and the other players and get everybody's OK, it's not a problem. I wish paladins were more different from one another. No bonus feats and no selectable abilities mean that paladins always seem a little cookie-cutter. Heavy ability score dependancies exacerbate that, nearly all paladin's I've seen have moderately good Strength, Constitution, Wisdom, and Charisma, poor Dexterity, and mediocre Intelligence. They always end up in heavy armor because of the poor Dexterity. There's a real sameness about the characters. The most unusual paladin I ever played was mechanically memorably only becuase he roll astonishing ability scores (two 18s, several 16s, etc.) [/QUOTE]
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