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The paladin conundrum
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<blockquote data-quote="Bawylie" data-source="post: 6705142" data-attributes="member: 6776133"><p>Time and distance will help you. </p><p></p><p>1st increase the size of each playable space. A paladin that wants to smite must first close the distance between their self and their target. You can increase distance by increasing the amount of difficult and blocking terrain that you use, along with different height levels. </p><p></p><p>With that distance, have the enemies begin with some form of artillery. </p><p></p><p>Employ strategic and opportunistic timing. Even if Joffrey's kings guard could cure poison with a touch, they have to be around to do so. If they're too far away, they can't helm him regardless of their abilities. </p><p></p><p>So stuck your paladin in a hole and shoot him. That hole could be a sticky enemy that holds him in place a round or two, it could be an area that's difficult to get through, or an area that's just so big he's got to run 2 rounds to get there. </p><p></p><p>Design your space to give yourself 1 or two rounds before the party can get on their A game. </p><p></p><p>Second, you know their A game. So look for ways to move them off that and into plan B. Often something as simple as a net or two can wreck a fighter-type's scrimmage line. Or hidden enemies going after the party's artillery can make the tanking moot - you're already behind their line. </p><p></p><p>No need to monkey with the classes themselves. Just pay attention to and use your playable space. As DM, it's up to you to set the stage. Use it to your advantage.</p></blockquote><p></p>
[QUOTE="Bawylie, post: 6705142, member: 6776133"] Time and distance will help you. 1st increase the size of each playable space. A paladin that wants to smite must first close the distance between their self and their target. You can increase distance by increasing the amount of difficult and blocking terrain that you use, along with different height levels. With that distance, have the enemies begin with some form of artillery. Employ strategic and opportunistic timing. Even if Joffrey's kings guard could cure poison with a touch, they have to be around to do so. If they're too far away, they can't helm him regardless of their abilities. So stuck your paladin in a hole and shoot him. That hole could be a sticky enemy that holds him in place a round or two, it could be an area that's difficult to get through, or an area that's just so big he's got to run 2 rounds to get there. Design your space to give yourself 1 or two rounds before the party can get on their A game. Second, you know their A game. So look for ways to move them off that and into plan B. Often something as simple as a net or two can wreck a fighter-type's scrimmage line. Or hidden enemies going after the party's artillery can make the tanking moot - you're already behind their line. No need to monkey with the classes themselves. Just pay attention to and use your playable space. As DM, it's up to you to set the stage. Use it to your advantage. [/QUOTE]
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