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*Pathfinder & Starfinder
Paladins; Will they finally get to shine in this edition?
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<blockquote data-quote="Sitara" data-source="post: 4059991" data-attributes="member: 58107"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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)</p><p></p><p>I was hoping this would be the edition where paladins would shine, <strong>but I don't like what I have seen so far for the paladin</strong>. 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.</p><p></p><p>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. </p><p></p><p></p><p><strong>Some good things</strong>: 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. </p><p></p><p>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. </p><p></p><p>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?</p></blockquote><p></p>
[QUOTE="Sitara, post: 4059991, member: 58107"] 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, [B]but I don't like what I have seen so far for the paladin[/B]. 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. [B]Some good things[/B]: 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? [/QUOTE]
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