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Why aren't paladins liked?
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<blockquote data-quote="Quasqueton" data-source="post: 1497219" data-attributes="member: 3854"><p>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.</p><p></p><p>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.</p><p></p><p>The only thing that seems to be really useful to the group as a whole is the paladin's <em>detect evil</em> 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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Why isn't the paladin at the top of the list of classes to consider with a group of adventurers?</p><p></p><p>Quasqueton</p></blockquote><p></p>
[QUOTE="Quasqueton, post: 1497219, member: 3854"] 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 [i]detect evil[/i] 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 [/QUOTE]
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