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Community
General Tabletop Discussion
*Dungeons & Dragons
So what's the problem with restrictions, especially when it comes to the Paladin?
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<blockquote data-quote="DEFCON 1" data-source="post: 6116768" data-attributes="member: 7006"><p>Valid question.</p><p></p><p>To answer this, I'd basically say the same things other people have already mentioned. If the Paladin is to be the only class in the game to have this disadvantage... there has to be an advantage commensurate to it to keep the class balanced with every other one. In editions past, the Paladin was more powerful mechanically. But using roleplay to counterbalance mechanics has been proven to not be an effective way to to things, because as we know... not everyone USES those roleplay rules. So if you don't use the "paladin loses powers if he disobeys his oath" rules... you now have an overpowered class compared to all the others. You (as the players or DM) are now forced to try and underpower the Paladin's mechanics too.</p><p></p><p>So the only option is to not involve the Paladin's <strong>mechanics</strong> into the discussion. If the Paladin breaks his oath (a roleplaying action)... there certainly can be some <em>roleplaying</em> consequences that result. But that can't involve the removal of the Paladin's abilities, which are a mechanical counterbalance.</p><p></p><p>Now sure... some of you might not mind an imbalanced Paladin in that way... but I think WotC have proven to us that they are choosing NOT to release any classes that are unbalanced compared to the others. It's the exact same reason why every class has a modicum of combat ability and utility (despite some player's claims to want and need a class with NO combat use whatsoever). They just aren't going to knowingly include greatly unbalanced options as the <em>default</em> of the game.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6116768, member: 7006"] Valid question. To answer this, I'd basically say the same things other people have already mentioned. If the Paladin is to be the only class in the game to have this disadvantage... there has to be an advantage commensurate to it to keep the class balanced with every other one. In editions past, the Paladin was more powerful mechanically. But using roleplay to counterbalance mechanics has been proven to not be an effective way to to things, because as we know... not everyone USES those roleplay rules. So if you don't use the "paladin loses powers if he disobeys his oath" rules... you now have an overpowered class compared to all the others. You (as the players or DM) are now forced to try and underpower the Paladin's mechanics too. So the only option is to not involve the Paladin's [B]mechanics[/B] into the discussion. If the Paladin breaks his oath (a roleplaying action)... there certainly can be some [I]roleplaying[/I] consequences that result. But that can't involve the removal of the Paladin's abilities, which are a mechanical counterbalance. Now sure... some of you might not mind an imbalanced Paladin in that way... but I think WotC have proven to us that they are choosing NOT to release any classes that are unbalanced compared to the others. It's the exact same reason why every class has a modicum of combat ability and utility (despite some player's claims to want and need a class with NO combat use whatsoever). They just aren't going to knowingly include greatly unbalanced options as the [I]default[/I] of the game. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
So what's the problem with restrictions, especially when it comes to the Paladin?
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