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Why are paladins so dumb?
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<blockquote data-quote="The Souljourner" data-source="post: 154044" data-attributes="member: 1622"><p>Wow, this thread kind of exploded, didn't it? Well, let me throw my weight in here.</p><p></p><p>Detect evil at will is in NO WAY even CLOSE to a feat. It's a first level spell for clerics that is only very rarely useful. It's really only handy when someone who is evil is trying to fool you into thinking he's a good guy. How often that happens is up to your DM, but realistically it shouldn't happen more than once or twice in a whole campaign.</p><p></p><p>Immune to disease / remove disease. This is worth TWO feats? WTF? How much exposure to diseases do you have in D&D? Almost none. Mummy rot and Lycanthropy are the only ones you realistically *ever* encounter, and I'd be surprised if you encountered them more than once in a whole campaign. I don't know about you, but I would never take a feat that was only going to be useful once during the entire campaign.</p><p></p><p>Immunity to fear I could definitely see as a feat. However, it would be one of those rarely taken because you don't encounter fear very often either. Sure, against a dragon, it's a godsend, but against 99% of all other monsters, its useless. </p><p></p><p>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 except add flavor to your paladin.</p><p></p><p>A 3 charisma paladin would SUCK. Probably about as much as a 3 dex fighter. Why? Because all of the paladin's abilities that are useful almost all the time are based on his Charisma. Lay on hands, saving throw bonus, the to-hit benefit of smite evil, and turning. These are the things that the paladin is likely to use very often. Lay on hands and the saving throw bonus are probably going to be used in nerly every fight. Smite evil will probably be used any day that includes some fighting.</p><p></p><p>The only abilities that are consistantly useful that don't depend on Charisma are the mount and spells. 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. The mount is cool. Not always useful, since lots of adventuring is done in mount unfriendly conditions, but it is cool.</p><p></p><p>WITH the paladin's charisma based abilities, I think it's balanced with the fighter. Without them, he's completely inferior to an evenly levelled fighter/cleric of the same character level.</p><p></p><p>Skill points - I like giving 2 extra skill points to every class. It means fighters might actually have a skill or two that might be useful in one or two remote situations once in a while, if it's Tuesday and a full moon. And don't give me that crap about the rogue getting nerfed by this. Ever played a rogue? You're looking at this HUGE list of class skills and you want to max out like 12 of them, and then you realize you DON'T have 18 intelligence so that's not happening. Giving a rogue +2 skillpoints per level is a LOT better than giving the same thing to a fighter. Why? What the heck is the fighter going to put them into? Craft Wicker Baskets? The fighter is ALREADY constrained by his class skills. 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.</p><p></p><p>Ok, that's enough for now.</p><p></p><p>-The Souljourner</p></blockquote><p></p>
[QUOTE="The Souljourner, post: 154044, member: 1622"] Wow, this thread kind of exploded, didn't it? Well, let me throw my weight in here. Detect evil at will is in NO WAY even CLOSE to a feat. It's a first level spell for clerics that is only very rarely useful. It's really only handy when someone who is evil is trying to fool you into thinking he's a good guy. How often that happens is up to your DM, but realistically it shouldn't happen more than once or twice in a whole campaign. Immune to disease / remove disease. This is worth TWO feats? WTF? How much exposure to diseases do you have in D&D? Almost none. Mummy rot and Lycanthropy are the only ones you realistically *ever* encounter, and I'd be surprised if you encountered them more than once in a whole campaign. I don't know about you, but I would never take a feat that was only going to be useful once during the entire campaign. Immunity to fear I could definitely see as a feat. However, it would be one of those rarely taken because you don't encounter fear very often either. Sure, against a dragon, it's a godsend, but against 99% of all other monsters, its useless. 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 except add flavor to your paladin. A 3 charisma paladin would SUCK. Probably about as much as a 3 dex fighter. Why? Because all of the paladin's abilities that are useful almost all the time are based on his Charisma. Lay on hands, saving throw bonus, the to-hit benefit of smite evil, and turning. These are the things that the paladin is likely to use very often. Lay on hands and the saving throw bonus are probably going to be used in nerly every fight. Smite evil will probably be used any day that includes some fighting. The only abilities that are consistantly useful that don't depend on Charisma are the mount and spells. 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. The mount is cool. Not always useful, since lots of adventuring is done in mount unfriendly conditions, but it is cool. WITH the paladin's charisma based abilities, I think it's balanced with the fighter. Without them, he's completely inferior to an evenly levelled fighter/cleric of the same character level. Skill points - I like giving 2 extra skill points to every class. It means fighters might actually have a skill or two that might be useful in one or two remote situations once in a while, if it's Tuesday and a full moon. And don't give me that crap about the rogue getting nerfed by this. Ever played a rogue? You're looking at this HUGE list of class skills and you want to max out like 12 of them, and then you realize you DON'T have 18 intelligence so that's not happening. Giving a rogue +2 skillpoints per level is a LOT better than giving the same thing to a fighter. Why? What the heck is the fighter going to put them into? Craft Wicker Baskets? The fighter is ALREADY constrained by his class skills. 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. Ok, that's enough for now. -The Souljourner [/QUOTE]
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