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Spell-less Paladin variant, lay on hands as main resource for damage.
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<blockquote data-quote="NotAYakk" data-source="post: 8722482" data-attributes="member: 72555"><p>I'd rather have LOH and Smite be different resource pools than a combined one.</p><p></p><p>Second, right now LOH is used in three modes in my experience. First, as a tiny one to get someone standing back up. Second, as a heal filling someone to full. Third, as a cure disease.</p><p></p><p>So let's get rid of the LOH pool and make it a number of LOH, whose size scales with the level of the Paladin.</p><p></p><p>LOH amount = 5+Paladin Level, +5 at level 5, 11 and 17.</p><p>(It could just be Paladin level *2, but the step function makes it more exciting).</p><p>LOH count = Proficiency bonus times/day</p><p></p><p>Then add some upgrades:</p><p>At level X, you can LOH as a bonus action.</p><p>At level Y, when you LOH the target gets an equal amount of temporary HP that lasts for 1 round.</p><p>At level Z, when you LOH someone else, you also heal yourself the same amount.</p><p></p><p>For Smite, I might be tempted to limited number of Smites per short rest. The size of these smites would grow, maybe 1d8 at level 2 up to 3d8?</p><p></p><p>Then a limited number of Super-Smites per long rest, being twice as big (2d8 to 6d8). And these super-smites having riders (like smite spells) that the Paladin can pick from. (Super-smite is a wrong word).</p><p></p><p>Short Rest smites and Long Rest Super-smites and LoH should (in my opinion) produce a nice balance.</p><p></p><p>Not making Smites fully fungible means you aren't going to feel like you have to save them all for a boss fight; the short-rest smites you can use more freely (except in 5 minute adventuring day situations). This also mimics standard paladins a bit, in that they have a pile of small smites and a handful of big smites; often a Paladin will save big smites for important situations.</p><p></p><p>...</p><p></p><p>We also need a few class-features-as-spells, like the Mount, Holy Weapon, etc, turned back into class features?</p><p></p><p>...</p><p></p><p>The point of this is that if we are stripping the spell slot resource counting, we can afford (attention wise) to have other resource counting.</p><p></p><p>And we can get rid of the frankly awful "100 point LoH pool at level 20", which is way too granular. If someone is tracking a resource pool, I'd prefer the min resource pool units be units that matter.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8722482, member: 72555"] I'd rather have LOH and Smite be different resource pools than a combined one. Second, right now LOH is used in three modes in my experience. First, as a tiny one to get someone standing back up. Second, as a heal filling someone to full. Third, as a cure disease. So let's get rid of the LOH pool and make it a number of LOH, whose size scales with the level of the Paladin. LOH amount = 5+Paladin Level, +5 at level 5, 11 and 17. (It could just be Paladin level *2, but the step function makes it more exciting). LOH count = Proficiency bonus times/day Then add some upgrades: At level X, you can LOH as a bonus action. At level Y, when you LOH the target gets an equal amount of temporary HP that lasts for 1 round. At level Z, when you LOH someone else, you also heal yourself the same amount. For Smite, I might be tempted to limited number of Smites per short rest. The size of these smites would grow, maybe 1d8 at level 2 up to 3d8? Then a limited number of Super-Smites per long rest, being twice as big (2d8 to 6d8). And these super-smites having riders (like smite spells) that the Paladin can pick from. (Super-smite is a wrong word). Short Rest smites and Long Rest Super-smites and LoH should (in my opinion) produce a nice balance. Not making Smites fully fungible means you aren't going to feel like you have to save them all for a boss fight; the short-rest smites you can use more freely (except in 5 minute adventuring day situations). This also mimics standard paladins a bit, in that they have a pile of small smites and a handful of big smites; often a Paladin will save big smites for important situations. ... We also need a few class-features-as-spells, like the Mount, Holy Weapon, etc, turned back into class features? ... The point of this is that if we are stripping the spell slot resource counting, we can afford (attention wise) to have other resource counting. And we can get rid of the frankly awful "100 point LoH pool at level 20", which is way too granular. If someone is tracking a resource pool, I'd prefer the min resource pool units be units that matter. [/QUOTE]
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Spell-less Paladin variant, lay on hands as main resource for damage.
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