Paladins; Will they finally get to shine in this edition?

Sitara

Explorer
Now in older editions, especially 1e and 2e paladins were glorified subpar fighters. The only thing they had going for them was lay on hands, a minor bonus to saves and MAYBE a holy sword(though by that time the party fighter would alos have a uber weapon). Detect undead was also a cool ability. Their turn undead and spellcasting wasnextto useless, and they could not specialize like a fighter could, making them less useful than fighters in combat.

3E IMO is what really started to bring paladins into their own, thanks to the addition of the smite classability. Lay on hands was also improved, as was the bonus to saves. Still, it was somewhat below the fighter due to lack of feat slots.

As years went on though, feats such as extra smite, divine might, sacred vengeance and variant class abilities such as divine charge made paladin a viable alternative to fighters. Today if you play a 3e game, you can actually play a paladin and actually elict ooooo's and aaaa's from your party members, and watch with joy at the fighter seethes with jealousy.

Still, there is room for much improvement. For instance, there's no reason at all to take more than 5 levels of the paladin class. The extra smite feat can give you as more smites, level 5 nets you divine charge replacing the silly and near useless pokemount ability. Paladin spellcasting is again a joke, much more so in fact than it ever was (holy weapon being the only spell worth getting, but even that is not worth the wait).

Do you think in 4e Paladins will finally come into their own as a powerful alternative to the fighter? Say they could be around equal to fighters vs mundane foes, but superior vs supernatural opponents? This can be balanced by the fact the paladin like always needs more ability scores than the fighter to be truly effective. (has to bump CHA as well as the other stats)

I was hoping this would be the edition where paladins would shine, but I don't like what I have seen so far for the paladin. The example smites we saw were not very impressive; I much prefer 3e's damaging smite rather than 4e's do some laughable damage and also get a buff on yourself or a friend. No thanks, I would rather smites do wicked damage against supernaturala nd evil foes; leave the buffing where it belongs, to the clerics wizards and whatnots.

Also, its been hinted that paladins will yet again get divine spellcasting/powers or whatever they call it now. Seriously, when is this pointless cow going to go away? Thr ranger lucked out it seems, but paladin isw still stuck with useless spellcasting tacked on.


Some good things: Mount will be optional. It may even not be in the phb (I would prefer this, since paladins can always purchasea mount like everyone else rather than waste a power slot). Also, Paladins may be any alignment. I also hope removing disease will not be in as an ability, since its been useless and made little sense.

Lastly, while detect evil is going away entirely, I hope paladins get some ability to sense the relative presence of evilif it means them imminent harm. Say an ambush by evil creatures or something.

What are your thoughts on the 4e paladin? Do you like whats been revealed so far, and is there any particular direction you want him to go?
 

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Uh, fighters used to get nothing but Weapon Specialization before 3rd Edition, although WS had a nice suite of benefits. I hardly think the paladin's variety of special abilities amounted to them being 'glorified subpar fighters'. The 3E paladin might not've been any better than a fighter, but he certainly wasn't weaker (unless you played an atypical campaign that featured a lot more 'fight the neutral guys' than 'fight the badguys'). Supplements gave fighters access to some better feats and abilities, but paladins also gained access to divine feats, new spells, and such too from supplements.
 

I don't care what the 4e Paladin turns out to be, but, as I've played a 3e Paladin for a bit, and witnessed a pure Fighter - if only the once - I'll just note that I don't agree with your analysis, overall. The ability to cure disease, well, I get the lack of enthusiasm. . . but I still think it works OK, with the Paladin concept at least. Everything else though (er, except the horse) is fine, IME. Whereas the single class Fighter PC in one campaign had trouble keeping up with most others. They just kinda crap out after 2 or 4 levels (or so.) Paladin spells and laying on hands otoh were highly valuable. I guess YMDV.

As for a replacement for Detect Evil, how about sensing truth (or perhaps lies?)
 


Paladins got to shine in 1e, in no small parts due to Dave Sutherland III's awesome full-page picture "A Paladin In Hell", mechanics be damned. The fact that it was the hardest class to qualify for (Str 9, Wis 12 and Cha 17) made it something to aspire to (I got lucky enough to roll qualifying stats for my very first character).
 

The power of 3e paladins was situational, due to their MAD requirements for a lot of good stats, their smites being dependent on evil opponents, and being unable to rely on using the paladin mount. They were very much a class to dip into at best in the average campaign.

Re 4e paladins, we really don't know yet how paladin smites compare damage-wise to the powers of other classes. It would make sense that paladin smites be in the same ballpark as fighter powers, but somewhat less than the best spike damage powers of the striker classes.

I think paladins will have no spells per se. However, in the new 4e model, classes can have magical powers that are not spells. I suspect the side-effects of some of the smite attacks, and their stickiness powers are the bulk of the "magical" powers of the new paladin.
 

Part of me thinks when reading the classes that most of them have their primary role, which they will always be good at, but have a few abilities splashed from a secondary role. I'd see fighters being defenders with a splash of striker and paladins being defenders with a splash of leader. So a paladins damage dealing abilities should only be as strong as needed to make bypassing him a decidedly bad choice. But at the same time he could have just a bit of additional healing and buffing.
 

Sitara said:
Do you think in 4e Paladins will finally come into their own as a powerful alternative to the fighter? Say they could be around equal to fighters vs mundane foes, but superior vs supernatural opponents? This can be balanced by the fact the paladin like always needs more ability scores than the fighter to be truly effective. (has to bump CHA as well as the other stats)
I'm personally not a big fan of classes that are just 'better' because of more stringent requirements. The advantage of having better stats is already a bonus, and this can lead to one character simply outshining another.

Sitara said:
Also, its been hinted that paladins will yet again get divine spellcasting/powers or whatever they call it now. Seriously, when is this pointless cow going to go away? Thr ranger lucked out it seems, but paladin isw still stuck with useless spellcasting tacked on.
I feel the paladin should still keep spellcasting. I happen to like the removal of spells from the ranger, but for the D&D paladin, having spells still feels right. Although some of the current spells are sub par.

Sitara said:
The example smites we saw were not very impressive; I much prefer 3e's damaging smite rather than 4e's do some laughable damage and also get a buff on yourself or a friend. No thanks, I would rather smites do wicked damage against supernaturala nd evil foes; leave the buffing where it belongs, to the clerics wizards and whatnots.
At this point I think it's a bit premature to judge what is "laughable" or "wicked" damage yet, as we have not seen much of the system as a comparison. Some thought that the damage dealt by the Pit Fiend was a bit low, as well. One might conjecture that the system is designed for lower overall damage, so that fights are fairly evenly spread in rounds throughout the different tiers.

This differs from the high level 3.5 campaign, where fighters are dealing hundreds of points of damage in a single round, and many combats are heavily decided by something as small as the initiative roll.
 

I'm a really big fan of paladin, so my hope is for a really big improvement. I don't means that 3.x paladin sucks compared to fighter, with the right feat they can dish out lot of damage via smite, power attack, divine feats and spell; they have great saving throws etc. surely some ability like mount, rimove disease etc. ar sub-par vs. many powerful fighter feats.
IMO the smite we had previewed for 4ed are pretty damaging ( doubling the weapon damage THEN adding some wis or cha bonus) and add some effect for additional goodness. I hope that the paladin (honorably) killed the Bo9S Crusader and took some of is stuff like the Fighter has arguably done with the Warlord
 


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