Why are paladins so dumb?

Archer - you keep talking about these skill boosting items and skill boosting magic. I don't see anything like that in the PHB or DMG or any of the class books (though I'll admit to not looking carefully in the class books). Where are you getting these things from?

-The Souljourner
 

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Greetings

Int is not a dumb stat for everyone... In our party, the "dumbest" character (mine) has an int of 12 (a cleric)... and we have 7 party members! Cha, dex, str and wisdom have all been used as "dump stats".

Ancalagon
 
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These items can be found in the PsiHB, OA, and MotW. They might be found other places and also in the creating magic item guidelines which is where the formulas used for items in WotC products comes from.

There is also a 2nd level spell on the wizards.com site that gives +20 competence to a skill check.

Don't forget the original skill items like boots/cloak of elven kind and the armor enhancements like silent.
 
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Also, look how easy it is to make skill bonus items. It's bonus squared times 20gp. An object that gives +20 to a skill costs only 8000gp. THat's not to hard for any wizard or other spellcaster to make.
 

"Playing a non-cliche character does not mean you disregard what the character is known for, you just don't use that as the main basis of every last thing you do."

Last time I checked, fighters could still gain cross-class skills, and roll the exact same skill checks as everyone else. (Exclusive skills excluded.)

They just suck at it compared to a Rogue.

Last time I checked, wizards can equip armor and use martial weapons just like anyone else.

They just suck at it compared to a Fighter.
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"I'm sorry, not every single campaign I'm in involves NPC's that aren't enemies.

You just said, "Not every campaign I'm in involves NPC's that are friendly or neutral to my PCs."

If most campaigns you are in consist of mainly evil NPC's, isn't detect evil a useful ability? To separate out who is evil?
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"And there's no need for the DM to go out of his way to point out PC flaws, either.
DM: So you rolled 1 bad stat, eh? *Gets out torturing whip* Time to make an entire campaign involved around Joe-Bob's character with the low Int."

And yet, the DM would be in his right mind to suggest that the character with the low Consititution might die for having low hit points, the low Dexterity guy might have a crappy AC or the low Strength guy might do less damage in melee.

If I had a 3 Strength, the DM is not going to say, "I'm going to ignore that you can't carry anything or do any damage in combat."

If I had a 3 Intellegence, the DM should not say, "I'm going to ignore that your character is an idiot."
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"None of that changes things because the rogue is the best suited for not only choosing the battle situaitons, but making it so the party chooses the battle situations."

Enlighten me again as to why the enemies allow the Rogue to choose the battle situations.

And please enlighten me on why the enemies do not kill off these unfortunate Rogues who are caught away from the party.
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"And for those times they can't crit things so no sneak attacks, oh geez they have to suffer with cleric bab, what ever will they do, with their high dex and bow attacks."

High Dexterity does not make a high damage output.

Since when do Rogues get any and all of the Bow feats?

Since when do Fighters not use Bows?

Since when is the Cleric BAB better than or equal to a Fighter's BAB?
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"The rogue gains, sneak attack, skills, uncanny dodge, evasion, and high level abilities."

If uncanny dodge and evasion count as being insanely powerful combat abilities, then dang, your fighters must suck.

High level abilites equates to 4 special abilities at level 20. Each is roughly equivalent to a feat.
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"But they don't suck (in combat), they nearly equal fighters by sometimes dealing less damage, and yet sometimes delivering far more damage than the fighters do."

If that was all that combat was about, namely: damage potential, then I just might agree with you. (Although you have not shown that a Rogue can ever consistently do damage.)

However, I give the Rogue the task of tanking from now on. He gets to stand in front and take the brunt of all attacks.

Your "rogues use bows" idea is now moot. Rogues will now and forever protect the casters from all harm.

Of course, they have crappy hit points, can't do consistent damage in melee against all opponents with their low Strength, have a low AC, can't use reach weapons, don't get lots of feats at an early level, and have crappy Fortitude saves vs. all of those poison and disease checks they have to face while in melee.
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"Fighter as a name shouldn't mean all they can do is fight. If all they could do is fight, then the rogues should never, be able to deal as much damage as a fighter in a round of fighting. And yet rogues and virtually every other class somehow manages to deal as much damage or more, and contribute in a variety of other ways to combat. Yet none of them are supposed to suck out side of combat."

I would agree with this point if Fighters did not get ANY skill points.

However, they do, so I do not agree.
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"And if your players had a lick of power gaming sense a lot more of them would be playing single classed rogues. With some clerics thrown in for spell power, and good combat skill support."

So all campaigns from now on are going to feature single-class Rogues and single-classed Clerics exclusively?

The people at WoTC messed up play balance so badly that there are only two playable classes?

Sounds kind of wishy-washy to me...
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"Detect evil at will is in NO WAY even CLOSE to a feat."

List of possible feats it meets or excels:

Alertness
Armor Prof (Light)
Armor Prof (Medium)
Armor Prof (Heavy)
Combat Casting
Dodge
Mobility
Endurance
Expertise
Improved Disarm
Improved Trip
Great Fortitude
Improved Initiative
Deflect Arrows
Lightning Reflexes
Martial Weapon Proficiency
Mounted Combat
Mounted Archery
Trample
Far Shot
Shot on the Run
Improved Bull Rush
Run
Shield Prof
Simple Weapon Prof
Skill Focus
Toughness
Track
Weapon Finesse

BTW, I did not say it was equivalent to an 'efficient' feat, or a 'powerful' feat, where feats are only judged based on how much damage your character can inflict.

I said: it is equivalent to a feat.

Same goes for Aura of Courage, Remove Disease, Immunity to Disease, and Smite Evil.
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"Immune to disease / remove disease. This is worth TWO feats? WTF? How much exposure to diseases do you have in D&D? Almost none. "

How can you possibly answer this question? It is dependent on the campaign in question.

Example: Turn Undead. This ability really blows IF THE CLERIC NEVER FIGHTS UNDEAD.

I ALWAYS fight things that have disease. I ALWAYS have casters with spell diseases. You cannot possibly extrapolate that everyone who plays DnD never uses the disease rules.

Same goes with Fear.
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"And there you have the crux of the problem behind all these abilities. Sure, in some very limited circumstances they are great, but most of the time they don't do a damn thing."

That is because your DM does not use the MM or spells to their full potential.

It is not a flaw inherent in the game, it's a flaw in the DM.
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"A 3 charisma paladin would SUCK."

Compared to what?
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"The spells are nice, but the fact that your caster level is so low and you get higher level spells so late, it's almost not worth it except for the one or two really powerful paladin only spells."

These spells only "suck" if your party has a Cleric who always has all of their spells for the day, and never runs out of spells in the course of an adventure.

These spells only suck if you only have one encounter a day and the Cleric is not using all of their spells for buffs, damage potential, or utility.

In short, these spells only suck if the DM engineers situations where Clerics have infinite spell capacity.
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"You're looking at this HUGE list of class skills and you want to max out like 12 of them"

And you are supposed to be allowed to MAX out 12 or more without a high Intellegence?

Why do they have to be maxed out?

And this is different than a Sorcerer who has a HUGE list of spells and you want to know like 12 of them?

Dang it, I think we should allow Sorcerers to learn more spells.

And we should allow Clerics to cast more spells per day, because they have trouble deciding what spells to memorize. Same goes for all other casters.

And we should give Fighters more feats because, they have a HUGE list of feats to choose from and you want to know like 12 or more of them...
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"Why? What the heck is the fighter going to put them into? Craft Wicker Baskets?"

No, I think the consensus is Spot, Listen, and Sense Motive.
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"It would be nice to once in a while see a fighter that doesn't look like he's a blind deaf mute who's never learned a single thing in his whole life."

Then put a high statistic into Intellegence.
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"If you enjoy roleplaying a character that can't use contractions or can't think of anything useful that's fine but if I want to act in a more normal fashion that's my perogative as the player."

Using this rationale: a low Strength character should only suffer penalties if a player wants him to.

Bogus.
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"One only suffers from having a low charisma if they happen to be adventuring alone."

Using this rationale: one only suffers from a low Constitution if they happen to be adventuring alone.

Bogus.
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"Even then a low charisma makes things a little harder, not impossible."

If you had a 3 Strength, and you were attempting to break down a simple door (DC 13), I would not allow it, regardless of your roll or the rules.

Why?

Because a 3 Stength character has the strength of a Weasel.
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"Immunity to dragon fear only means you don't take a -2 to hit."

"Shaken: A shaken character suffers a -2 morale penalty on attack rolls, weapon damage rolls and saving throws." DMG pg. 85
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"Long posts of nothing but short sentences without any paragraphs or reasonable thought sequencing add little if anything to a discussion."

Oh.
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"Repeating the word fighter over and over is not any help either."

I compared specifically a Paladin and a Fighter and you brought up a Cleric, which has absolutely no bearing on whether a Paladin and Fighter are balanced with each other.

The reason why it has no bearing is thus:

A Cleric can buff, heal and utility the Fighter.
The Fighter cannot buff or heal.
The Cleric must use some of it's spell potential for the day on the Fighter.

A Cleric can buff, heal and utility the Paladin.
A Paladin can also buff and heal.
A Cleric must use some of it's spell potential for the day on the Paladin, but not as much as is needed with the Fighter.

Therefore, Paladin spells DO have use even when you get them late in character advancement.
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"All classes have to be considered in a comparison. You can't over value something because one class doesn't have it when other classes have it in spades."

The other classes may have it in spades, but they do not have it infinitely. They tap out. It is a limited resource. Clerics run dry.

If they don't then the DM is not using 4 encounters per day.
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"Almost all parties have the fighter, healer, rogue and arcanist. So the example of happy D&D land where balanced adventuring parties exist is the valid example while the all fighter or all caster parties are the exception."

Um...this is 2ed Fighter/Mage/Thief/Cleric speaking.

If this was a necessary requirement of most parties, then they would not have had any hybrid characters.

3DnD would have only 4 classes.

Why can I not swap out a Paladin for a Fighter, Druid as my healer, Savant Psion as my Rogue and a Bard for my arcanist?

Is this not a balanced party? Does it not handle encounters as balanced as the FMTC party?
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"These items can be found in the PsiHB, OA, and MotW."

All non-core books. (Was the PsiHB added recently? Don't know...)
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"They might be found other places and also in the creating magic item guidelines which is where the formulas used for items in WotC products comes from."

I would not allow a +10 Spot checks magic item.

Why? Because not all skills are created equally. A +10 Climb checks magic item is not equal to a +10 Disable Device magic item.

And the guidelines are guidelines. By your rationale that those guidelines are hard and fast rules, Gloves of True Strike should be 1,800 gp.
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"There is also a 1st level spell on the wizards.com site that gives +30 competence to a skill check. "

Please post this spell so we can see how it is relevant.
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"Also, look how easy it is to make skill bonus items. It's bonus squared times 20gp. An object that gives +20 to a skill costs only 8000gp. THat's not to hard for any wizard or other spellcaster to make."

Guidelines. They do not equal hard and fast rules.
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BTW, all of this talk of how easy it is to get skill increasing magic items in your campaigns actually weakens your argument.

Your gripe: Classes are starved for Skill Points.

Your own admission: Magic items that give bonuses are easy to find.

My question: Then why are classes starved for Skill Points? Why is the fighter "useless outside of combat" if he has cheap skill-boosting magic items? Why is the Rogue such a Powerhouse because he has so many Skill Points and Class Skills?
 

ConcreteBuddha: It's really hard to follow the train of thought in your recent posts. You might consider quoting the text you're replying to, then writing out a paragraph response. I'm not slamming you or anything, but trying to follow the discussion is made really difficult because of the way previous replies to your posts, your previous replies to other posts, and your newest thoughts are all jumbled together.

I lost track of the actual arguments going on here a few replies back. But I think I have a little bit to contribue to the discussion, even if only to relate my experiences in the game.

On Rogue skill points: It's true that a rogue would benefit at least as much from +2 skill points as the other classes. I play both a rogue and a fighter/mage currently. Due to a high int and the human bonus, the fighter/mage gets the same allotment of skill points that my Int 10 rogue does, but the rogue has far, far more skill ranks. Paying half the price of most of the other classes is a sweet deal for the rogue, and allows a single skill point to go farther for a rogue than any other class. However, as Souljourner points out, a rogue also needs to have several skills high. Unique among the core classes, the rogue is virtually required to have certain skills at a moderately high level to be able to fulfill her class's function within the party. Skills such as Open Locks, Disable Device, and Search are a must, as the rogue is the only class capable of dealing with Traps. In order to get into flanking position without being AoO'd to death, Tumble gets added to the list, and if the rogue is expected to scout (as most rogues are) add Move Silently and Hide. That's already five skills that need to be kept up. Add to that the rogoe-only skills, such as Read Lips and Use Magic Device, and you're already approaching the limit on class-granted skills (disregarding int bonus points). This isn't to say that a rogue should get a million skill points, but rather that, no matter how many skill points a rogue does get, it'll never really be enough.

On Rogue Combat Effectiveness: The rogue is certainly not the equal of the fighter in combat. While the rogue will have moments to shine, the simply fact of the matter is that the rogue's attack potential is too sporadic, and her defense too weak, to allow her to compete with a fighter of equal level. Sneak attack is excellent, but even a rogue with a 22 dex and Improved Initiative (like mine) isn't going to win initiative every time, and even if the rogue does win initiative, that doesn't always mean a sneak attack. If it does, great, but there are a lot of times it won't. Undead, Constructs, Oozes, Fortified fighters, and others (the undead alone are a significant portion of the Monster Manual, btw) will often prevent a sneak attack.

Even in situations where a sneak attack is possible, the mid-level BAB doesn't always assure a hit like the fighter's does. The rogue is also often unable to take advantage of iterative attacks. The fighter in plate has the AC and the hp to walk up to the fire giant and trade blows. The rogue's d6 and light armor mean a single full attack is usually lethal. So it's either arrows from afar, or later Spring Attack if the rogue wants to stay alive. She just doesn't have the toughness to stick it out; if she does, she's paste.

All this is not to say the rogue doesn't have options in combat. A dextrous rogue can do a lot, and I can usually find a way to be useful in most combats (though fighting undead can be tough.) Still, being useful rarely if ever involves trying to equal the fighter in the damage department. It's just not feasible. At least, that's what playing 10 levels of rogue has taught me. YMMV.
 

I have to agree with Lord Pendragon, ConcreteBuddha, you really need to format your posts better. Try making the stuff you're replying to in bold or italics or a different color (if you don't know how, click on the link at the bottom of the post page labelled vB code, and it will show you how. As it is, it's almost impossible to follow what you're saying, because we can't tell what's being quoted and what's your reply. You also need to try to make your posts shorter. That last one was just way too long. Few people are going to take the time to read that much text. I didn't. Sorry, but I just don't like wading through all that.

I too think that rogues are not nearly the fighters that fighters are. Mostly because of their limited armor and the need for flanking to do serious damage. I've many times seen the party rogue get stuck in a one on one fight and he just gets crushed. He *needs* sneak attacks to do decent damage, and he needs someone to take the heat off, because he doesn't have the hitpoints or AC to go toe to toe.

Does anyone even know what we're arguing anymore? :)

I really just started the thread to see what people's experiences were like with a 3e Paladin. The Int thing was just my own musing, not really meant to spark something like this. Ah well, a good debate is always fun.

-The Souljourner
 

The Souljourner said:
I really just started the thread to see what people's experiences were like with a 3e Paladin. The Int thing was just my own musing, not really meant to spark something like this. Ah well, a good debate is always fun.

-The Souljourner

LOL! That's funny. All right, then, to try and haul this baby back on-topic:

I think you basically nailed the reason for many low-int paladins in your initial post. Paladins are in the same boat as monks, in that to be effective, they've got to have several good ability scores. The fighter can get away with Strength and Con, while the Sorcerer can live with Cha and Con (and maybe some Dex). But the Paladin needs Str, Con, Wis, and Cha! The only stats which are remotely expendable are Int and Dex, and if the paladin wants a ranged weapon (always smart) then Dex just went out the window as a dump stat as well. This leaves Int as the paladin's sole dump stat.

Considering the paladin's (non-existent for the most part) skill list, giving up bonus skill points isn't too big of an issue. The paladin can use his 2 (or 1 if he took a penalty,) to keep a single useful skill (perhaps Diplomacy?) at a decent level, and leave the rest to other party members.

Role-playing wise, I don't have too big a problem with this. After all, the paladin is supposed to be focused physically and mentally on his holy mission, right? It seems fitting that he hasn't the time to learn how to creep through the shadows, or practice tying knots in rope, etc.

Thus, you get a lot of paladins who have an average or below average int. Sure, there are going to be paladins that are geniuses, but the powergaming choice seems to be a low int, and I think that a lot of gamers at least dabble in powergaming, even if they aren't full-fledged practicioners. ;)
 

Paladins, more than any other core class, have no dump stats. Each stat has a purpose that carries with it significant game mechanic bonuses.

As has been pointed out, Int and Dex are least important, but they are not unimportatn by any means.

The next closest class to needing all good stats is the Monk, but the monk does not really need Cha for anything for Monk game mechanics. Naturally, all characters can use some Charisma for NPC interactions, but the monk could easlity take a few ranks in diplomacy instead.

Thus, the price is high to have these characters, but they do come with a lot of feat-like abilities.
 


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