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Revised and Rebalanced Cavalier for 1e AD&D
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<blockquote data-quote="Celebrim" data-source="post: 9884771" data-attributes="member: 4937"><p>I put up some initial thoughts on Revised Paladin. The main innovation is ensuring you can play something very close to the original Paladin or if you qualify for it play gestalt Paladin-Cavalier from UA. This way it's not an either/or situation, and both paladins and non-cavalier paladins existing together make sense from a world building perspective.</p><p></p><p>I have both buffed and nerfed the original Paladin but it's very close to the original. The major buff is that the class IMO no longer needs to be punished with excessive XP requirements in a post UA environment - save that for the Paladin-Cavalier. There is also a new "smite" attack to give it some damage boosts while you are hunting for the elusive Holy Avenger. The new nerfs all have to do with not front loading the class quite so much. Also I limited "Detect Evil" mostly for gameplay reasons, as give a player something that has no marginal cost and they will IME slow play to a crawl with it by just obsessively checking for evil. By mid-levels you'll be able to do it for 3 or 4 hours a day, so that should be more than sufficient. The most important nerf is the strict immunity to disease now becomes pretty good disease resistance. It's not a complete nerf though, as the examples expressly call out that you are partially resistant to lycanthropy, while in the original game the player was likely to be utterly shocked when his totally disease resistant character transformed into a werewolf (and then lost Paladin status) because he had hidden in the DMG zero resistance to lycanthropy and also hidden in the DMG this involuntary unwilling act was enough to render him impure. Both are untrue of the new write up. You can't lose your Paladin status by something you were magically compelled to do. Against most disease threats, you will be basically immune by mid-levels. </p><p></p><p>There were back in the day lots of confusion over what disease immunity applied to and all sorts of narrow rulings were made to limit it so that it didn't really apply to anything - not lycanthropy, not violet fungi, not green slime, etc. As I see it applies to any sort of infection, but not necessarily to any sort of acid attack. As written up though, you could rule it protects partially against a green slime attack, with the green slime requiring 50% longer to go into effect (so 2-6 rounds) and a X% chance of the slime making no progress each round. And of course, the Paladin can always cure disease to kill a green slime whether this slime is a disease itself or not. The point is that resistance is in some ways better not just for the game than immunity, but also for the player, in that there are fewer "gotchas" and more opportunity for the GM to make generous rulings without feeling like he's destroying game balance.</p><p></p><p>I still haven't worked out all the career options you have if you lose your class and how it will work in each case, but that's next.</p><p></p><p>There are still various things that could be improved probably. The main issue is, "Would you take Paladin as an option, even without the Cavalier abilities?"</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9884771, member: 4937"] I put up some initial thoughts on Revised Paladin. The main innovation is ensuring you can play something very close to the original Paladin or if you qualify for it play gestalt Paladin-Cavalier from UA. This way it's not an either/or situation, and both paladins and non-cavalier paladins existing together make sense from a world building perspective. I have both buffed and nerfed the original Paladin but it's very close to the original. The major buff is that the class IMO no longer needs to be punished with excessive XP requirements in a post UA environment - save that for the Paladin-Cavalier. There is also a new "smite" attack to give it some damage boosts while you are hunting for the elusive Holy Avenger. The new nerfs all have to do with not front loading the class quite so much. Also I limited "Detect Evil" mostly for gameplay reasons, as give a player something that has no marginal cost and they will IME slow play to a crawl with it by just obsessively checking for evil. By mid-levels you'll be able to do it for 3 or 4 hours a day, so that should be more than sufficient. The most important nerf is the strict immunity to disease now becomes pretty good disease resistance. It's not a complete nerf though, as the examples expressly call out that you are partially resistant to lycanthropy, while in the original game the player was likely to be utterly shocked when his totally disease resistant character transformed into a werewolf (and then lost Paladin status) because he had hidden in the DMG zero resistance to lycanthropy and also hidden in the DMG this involuntary unwilling act was enough to render him impure. Both are untrue of the new write up. You can't lose your Paladin status by something you were magically compelled to do. Against most disease threats, you will be basically immune by mid-levels. There were back in the day lots of confusion over what disease immunity applied to and all sorts of narrow rulings were made to limit it so that it didn't really apply to anything - not lycanthropy, not violet fungi, not green slime, etc. As I see it applies to any sort of infection, but not necessarily to any sort of acid attack. As written up though, you could rule it protects partially against a green slime attack, with the green slime requiring 50% longer to go into effect (so 2-6 rounds) and a X% chance of the slime making no progress each round. And of course, the Paladin can always cure disease to kill a green slime whether this slime is a disease itself or not. The point is that resistance is in some ways better not just for the game than immunity, but also for the player, in that there are fewer "gotchas" and more opportunity for the GM to make generous rulings without feeling like he's destroying game balance. I still haven't worked out all the career options you have if you lose your class and how it will work in each case, but that's next. There are still various things that could be improved probably. The main issue is, "Would you take Paladin as an option, even without the Cavalier abilities?" [/QUOTE]
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