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Stalker0's Alternate 4e Paladin: The Crusader
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<blockquote data-quote="Stalker0" data-source="post: 4796822" data-attributes="member: 5889"><p>RangerWickett, I'll admit I'm not a fan of your marking mechanic. I think WOTC intention with defenders was to always provide choices on who the monster attacks, it should never be forced.</p><p></p><p>I just had a new mechanical idea for the paladin's defender mechanic, thought I would see what people think:</p><p></p><p>Divine Augment</p><p>Encounter, Divine</p><p>Minor, Personal</p><p>Effect: At the beginning of your turn, if you were not hit in the previous round, you gain your strength modifier to damage rolls and +1 to your attack rolls. For each additional round you are not hit, you get an additional +1 to attack rolls. The bonuses reset when you are hit, but can be regained in further rounds. This effect lasts until the end of the encounter.</p><p>Special: You cannot use this power until you have rolled initiative.</p><p></p><p></p><p>This would basically replacement for the divine infusion power I listed earlier. The idea here is that if enemies ignore the Crusader and hit his friends, he grows stronger and stronger. Further, it allows the Crusader to gain benefit from his very high AC. The harder he is to hit, the more use he gains out of Divine Augment.</p><p></p><p>The only worry I have is that it might lead to the "cowardly paladin" syndrome. Basically the Crusader goes into a corner and hides to gain his strength. On the other hand, flavored right that could be very cool. Basically the Crusader pulls back, kneels and prays to his god gaining strength and then throws himself into the fight.</p><p></p><p>The other reason I like this is I've been torn between my flavor conception of the Paladin/Crusader. To me there's the paladin that leads his team against evil. But there's also the paladin that stands mano a mano against evil, which the current defender mechanics do not show well. The fighter's defender abilities do help him somewhat in a one on one fight by limiting his opponent's mobility, but the paladin's mark is completely useless. Considering that evil paladins are also part of the mix now, I wanted a more personal power for the paladin, which is one of the main reasons I like this Divine Augment idea so much. What do you all think?</p></blockquote><p></p>
[QUOTE="Stalker0, post: 4796822, member: 5889"] RangerWickett, I'll admit I'm not a fan of your marking mechanic. I think WOTC intention with defenders was to always provide choices on who the monster attacks, it should never be forced. I just had a new mechanical idea for the paladin's defender mechanic, thought I would see what people think: Divine Augment Encounter, Divine Minor, Personal Effect: At the beginning of your turn, if you were not hit in the previous round, you gain your strength modifier to damage rolls and +1 to your attack rolls. For each additional round you are not hit, you get an additional +1 to attack rolls. The bonuses reset when you are hit, but can be regained in further rounds. This effect lasts until the end of the encounter. Special: You cannot use this power until you have rolled initiative. This would basically replacement for the divine infusion power I listed earlier. The idea here is that if enemies ignore the Crusader and hit his friends, he grows stronger and stronger. Further, it allows the Crusader to gain benefit from his very high AC. The harder he is to hit, the more use he gains out of Divine Augment. The only worry I have is that it might lead to the "cowardly paladin" syndrome. Basically the Crusader goes into a corner and hides to gain his strength. On the other hand, flavored right that could be very cool. Basically the Crusader pulls back, kneels and prays to his god gaining strength and then throws himself into the fight. The other reason I like this is I've been torn between my flavor conception of the Paladin/Crusader. To me there's the paladin that leads his team against evil. But there's also the paladin that stands mano a mano against evil, which the current defender mechanics do not show well. The fighter's defender abilities do help him somewhat in a one on one fight by limiting his opponent's mobility, but the paladin's mark is completely useless. Considering that evil paladins are also part of the mix now, I wanted a more personal power for the paladin, which is one of the main reasons I like this Divine Augment idea so much. What do you all think? [/QUOTE]
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