Quasqueton
First Post
I would think that a party of at least nominally heroic adventurers would like the idea of having a paladin in their group -- the epitomy of heroic classes. They are usually trustworthy and dedicated. They are literally fearless and devoted.
But in all my years of playing and DMing D&D, and in reading various forums on D&D, I've never seen anyone actually happy to have a paladin in the group. Usually the big class that everyone wants in their group is a cleric.
The only thing that seems to be really useful to the group as a whole is the paladin's detect evil ability. But from what I've read on this board, many DMs hate this ability, and most Players don't really care or give it a second thought.
Using a computer game as an example, paladins in Diablo II have abilities that boost everyone's powers. A group of adventurers in that game gain a lot of tangible benefits from having a paladin in the group. Allies of a paladin in that game deal more damage, can regenerate, etc.
But in D&D, the closest thing to a party boost the paladin gives is the aura of courage that gives +4 against fear effects to those within 10' of the paladin. Not really a great boon.
So, does the paladin class actually bring anything to a group that is worthwhile? When organizing a new group of adventurers, someone always mentions the need for someone to play a cleric. But too often there are groans of annoyance when someone mentions wanting to play a paladin.
Why isn't the paladin at the top of the list of classes to consider with a group of adventurers?
Quasqueton
But in all my years of playing and DMing D&D, and in reading various forums on D&D, I've never seen anyone actually happy to have a paladin in the group. Usually the big class that everyone wants in their group is a cleric.
The only thing that seems to be really useful to the group as a whole is the paladin's detect evil ability. But from what I've read on this board, many DMs hate this ability, and most Players don't really care or give it a second thought.
Using a computer game as an example, paladins in Diablo II have abilities that boost everyone's powers. A group of adventurers in that game gain a lot of tangible benefits from having a paladin in the group. Allies of a paladin in that game deal more damage, can regenerate, etc.
But in D&D, the closest thing to a party boost the paladin gives is the aura of courage that gives +4 against fear effects to those within 10' of the paladin. Not really a great boon.
So, does the paladin class actually bring anything to a group that is worthwhile? When organizing a new group of adventurers, someone always mentions the need for someone to play a cleric. But too often there are groans of annoyance when someone mentions wanting to play a paladin.
Why isn't the paladin at the top of the list of classes to consider with a group of adventurers?
Quasqueton