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General Tabletop Discussion
*Dungeons & Dragons
The paladin conundrum
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<blockquote data-quote="Chaosmancer" data-source="post: 6705525" data-attributes="member: 6801228"><p>Another thing, depending on your story, is that you are in Athas. It is a desert world with harsh conditions. Let the Ranger shine by putting the party out in the wilderness, either on a trip that saps their supplies or with few supplies to begin with. Even if the Paladin can go days without food and water and dealing with the heat with stupid high con saves, I bet the rest of the party can't and it will allow the ranger to do what they are good at. Ranger's (especially archer hunters in my opinion) truly shine against large groups of enemies in combat. In fact, between him and the monk/warlock you probably have some great aoe potential. Swarm them, and let those players use those abilities. </p><p></p><p>For the rogue, he needs to do what rogues do. Be sneaky and slippery and hit an allies target almost as hard as the paladin does (paladin smite, probably around 4d8+mod, rogue sneak attack probably around 5d6+mod or bigger). </p><p></p><p>I would not take anything away from the paladin without getting some consent or acknowledgement from them. Otherwise they may feel they are being punished for doing nothing wrong and that won't be good for the group overall. Besides, if you feel the problem is he isn't earning his power, he has an oath to the king, give him some role-playing issues that high saves might not get him out of. Remember, even a 30 on a persuasion roll won't necessarily mean anything. Try convincing a devout cleric to forsake their god cause you say so, no amount of persuasion is going to make that happen. Changing the mind of a power mad sorcerer-king...</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 6705525, member: 6801228"] Another thing, depending on your story, is that you are in Athas. It is a desert world with harsh conditions. Let the Ranger shine by putting the party out in the wilderness, either on a trip that saps their supplies or with few supplies to begin with. Even if the Paladin can go days without food and water and dealing with the heat with stupid high con saves, I bet the rest of the party can't and it will allow the ranger to do what they are good at. Ranger's (especially archer hunters in my opinion) truly shine against large groups of enemies in combat. In fact, between him and the monk/warlock you probably have some great aoe potential. Swarm them, and let those players use those abilities. For the rogue, he needs to do what rogues do. Be sneaky and slippery and hit an allies target almost as hard as the paladin does (paladin smite, probably around 4d8+mod, rogue sneak attack probably around 5d6+mod or bigger). I would not take anything away from the paladin without getting some consent or acknowledgement from them. Otherwise they may feel they are being punished for doing nothing wrong and that won't be good for the group overall. Besides, if you feel the problem is he isn't earning his power, he has an oath to the king, give him some role-playing issues that high saves might not get him out of. Remember, even a 30 on a persuasion roll won't necessarily mean anything. Try convincing a devout cleric to forsake their god cause you say so, no amount of persuasion is going to make that happen. Changing the mind of a power mad sorcerer-king... [/QUOTE]
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