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What does a paladin do (or should be doing)?
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<blockquote data-quote="Gold Roger" data-source="post: 5940165" data-attributes="member: 33904"><p>Of course, not all "corruption effects" are completely incapacitating, the fighter and rogue can still participate, but the paladin really shines in such situations.</p><p></p><p></p><p></p><p>We have to grant some leeway to classes being very simmilar in their abilities effect on the game, otherwhise we don't need to look further than the core four to see classes stepping all over each others feet.</p><p></p><p>We can have multiple classes buffing. Just as we can have multiple classes fighting in melee, attacking from range, debuffing, healing, being mobile, etc. But each class has to do it differently and no class should be so good in one area so it marginalizes the others. This is why I'm not a fan of ranger and paladin spellcasting. It does things other classes can do, in exactly the same way and so weak, it's marginal when a "real" spellcaster is a around.</p><p></p><p></p><p></p><p>Smiting is an awesome ability, that's far to often mechanically bland. That's why I don't think smiting should be extra damage (at least not just extra damage), but rather take the road of weapon delivered debuffs. When a Paladin strikes an opponent, that opponent is cowed with fear, disheartened with shame or stunned by awe. With a simply swipe a Paladin shatters illusions, strips spellcasters of their protections or opens vulnerabilities in the otherwhise inpenetrabel defense of a demon or dragon. I don't feel any other class has or deserves a melee ability like that.</p><p></p><p></p><p></p><p>To me, keeping some kind of detect evil doesn't necessarily mean keeping that particular, rather problematic, ability. Some minor divinatory abilities that help a paladin discern friend and enemy, deception and truth, would not just be flavorful. It also helps the paladin in an area we haven't talked about yet, like every class, he should have noncombat abilities.</p><p></p><p></p><p></p><p>I think most would agree that a class shouldn't be designed as an afterthought, ever. Yet, it's been done over and over, in corebooks and splats, and one of my greatest concerns for DDN. However, saying "They won't get it right, so they better don't even try" isn't exactly a solution. Hopefully all classes they put into the core books had sufficient playtesting and a strong foundation to stand on by the time of release.</p><p></p><p></p><p></p><p>I hope you don't my quote-cutting your post up, to add some commentary where I wanted to put it. I may find it imperative to see the "niche classes" (even the ones I dislike, like the warlord and warlock) in the game, but you raise some very valid concerns about their design, that I agree with.</p></blockquote><p></p>
[QUOTE="Gold Roger, post: 5940165, member: 33904"] Of course, not all "corruption effects" are completely incapacitating, the fighter and rogue can still participate, but the paladin really shines in such situations. We have to grant some leeway to classes being very simmilar in their abilities effect on the game, otherwhise we don't need to look further than the core four to see classes stepping all over each others feet. We can have multiple classes buffing. Just as we can have multiple classes fighting in melee, attacking from range, debuffing, healing, being mobile, etc. But each class has to do it differently and no class should be so good in one area so it marginalizes the others. This is why I'm not a fan of ranger and paladin spellcasting. It does things other classes can do, in exactly the same way and so weak, it's marginal when a "real" spellcaster is a around. Smiting is an awesome ability, that's far to often mechanically bland. That's why I don't think smiting should be extra damage (at least not just extra damage), but rather take the road of weapon delivered debuffs. When a Paladin strikes an opponent, that opponent is cowed with fear, disheartened with shame or stunned by awe. With a simply swipe a Paladin shatters illusions, strips spellcasters of their protections or opens vulnerabilities in the otherwhise inpenetrabel defense of a demon or dragon. I don't feel any other class has or deserves a melee ability like that. To me, keeping some kind of detect evil doesn't necessarily mean keeping that particular, rather problematic, ability. Some minor divinatory abilities that help a paladin discern friend and enemy, deception and truth, would not just be flavorful. It also helps the paladin in an area we haven't talked about yet, like every class, he should have noncombat abilities. I think most would agree that a class shouldn't be designed as an afterthought, ever. Yet, it's been done over and over, in corebooks and splats, and one of my greatest concerns for DDN. However, saying "They won't get it right, so they better don't even try" isn't exactly a solution. Hopefully all classes they put into the core books had sufficient playtesting and a strong foundation to stand on by the time of release. I hope you don't my quote-cutting your post up, to add some commentary where I wanted to put it. I may find it imperative to see the "niche classes" (even the ones I dislike, like the warlord and warlock) in the game, but you raise some very valid concerns about their design, that I agree with. [/QUOTE]
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