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What will the paladin represent in 4e?
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<blockquote data-quote="ruemere" data-source="post: 3804776" data-attributes="member: 5515"><p>Since we can only speculate, this is my take on how should paladins work in 4e.</p><p></p><p><strong>Class Concept</strong> </p><p>Paladins strongwilled and charismatic individuals serving a specific cause. Their dedication allows them to transcend mortal limitations thus resulting in manifestation of supernatural powers.</p><p></p><p>The code should be defined by player formulating set of three allegiances (think d20 Modern) - examples of codes follow (in descending order of importance):</p><p> - Laws of Kingdom, Will of Just Ruler, Welfare of King's Subjects</p><p> - Holy Scriptures, Will of Holy Order Superiors, Protection of Holy Land</p><p> - Freedom for the Oppressed, Organization of Resistance Movement, Retribution for Wrongs</p><p></p><p>The means used to further the code should be defined by character's alignment. Two paladins serving the same cause may follow entirely different routes due to differing alignments.</p><p></p><p>Paladin powers should be powerful and strong, however, they should recharge only after fulfilling a part of their code (basically, doing something for their allegiance).</p><p></p><p><strong>Paladins vs Fighters</strong> </p><p>Paladins should not be slightly weaker but better looking version of a Fighter. If anything, in martial area, they should be able to exceed Fighters, albeit only if using the powers.</p><p></p><p>To this end, Paladins could (remember, all these powers are recharged only through serving their cause):</p><p>- employ auras enhancing significantly their combat prowess (diminished effect of auras would be affecting their allies),</p><p>- overcome wounds, infections, poisons,</p><p>- perform amazing feats of leadership, strength and resistance,</p><p></p><p>As non-combat abilities, Paladins should be able to excel in:</p><p>- organizing things,</p><p>- diplomacy and oratory skills,</p><p>- education (cause related knowledges).</p><p></p><p><strong>Paladins vs Clerics</strong> </p><p>Paladin powers should have limited duration, be available at moment's notice and, while numerous, simple and definite. They should target Paladin first, his allies second (diminished effect) and Paladin's opposition (effect not diminished, but powers damaging opponents should be limited to damaging opponents).</p><p></p><p>Cleric abilities should take much longer to perform, last longer and allow for more complex effects.</p><p></p><p>Using 3E analogy, Paladin's Bear Strength should be used as a free action with duration of one encounter and two-three uses before recharging. Cleric's Bear Strength should take minutes to cast, affect several targets OR provide doubled effect to single individual OR last several hours.</p><p></p><p>In skills area, both classes should have access to superior education, however, for Paladins this education should come at the cost of powers or combat prowess.</p><p></p><p><strong>Paladin sample character concepts</strong> </p><p>Freedom fighter</p><p>Conquistador </p><p>Crusader</p><p>Sheriff</p><p>Lonestar</p><p>War commander</p><p></p><p></p><p>Regards,</p><p>Ruemere</p></blockquote><p></p>
[QUOTE="ruemere, post: 3804776, member: 5515"] Since we can only speculate, this is my take on how should paladins work in 4e. [B]Class Concept[/B] Paladins strongwilled and charismatic individuals serving a specific cause. Their dedication allows them to transcend mortal limitations thus resulting in manifestation of supernatural powers. The code should be defined by player formulating set of three allegiances (think d20 Modern) - examples of codes follow (in descending order of importance): - Laws of Kingdom, Will of Just Ruler, Welfare of King's Subjects - Holy Scriptures, Will of Holy Order Superiors, Protection of Holy Land - Freedom for the Oppressed, Organization of Resistance Movement, Retribution for Wrongs The means used to further the code should be defined by character's alignment. Two paladins serving the same cause may follow entirely different routes due to differing alignments. Paladin powers should be powerful and strong, however, they should recharge only after fulfilling a part of their code (basically, doing something for their allegiance). [B]Paladins vs Fighters[/B] Paladins should not be slightly weaker but better looking version of a Fighter. If anything, in martial area, they should be able to exceed Fighters, albeit only if using the powers. To this end, Paladins could (remember, all these powers are recharged only through serving their cause): - employ auras enhancing significantly their combat prowess (diminished effect of auras would be affecting their allies), - overcome wounds, infections, poisons, - perform amazing feats of leadership, strength and resistance, As non-combat abilities, Paladins should be able to excel in: - organizing things, - diplomacy and oratory skills, - education (cause related knowledges). [B]Paladins vs Clerics[/B] Paladin powers should have limited duration, be available at moment's notice and, while numerous, simple and definite. They should target Paladin first, his allies second (diminished effect) and Paladin's opposition (effect not diminished, but powers damaging opponents should be limited to damaging opponents). Cleric abilities should take much longer to perform, last longer and allow for more complex effects. Using 3E analogy, Paladin's Bear Strength should be used as a free action with duration of one encounter and two-three uses before recharging. Cleric's Bear Strength should take minutes to cast, affect several targets OR provide doubled effect to single individual OR last several hours. In skills area, both classes should have access to superior education, however, for Paladins this education should come at the cost of powers or combat prowess. [B]Paladin sample character concepts[/B] Freedom fighter Conquistador Crusader Sheriff Lonestar War commander Regards, Ruemere [/QUOTE]
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