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Why aren't paladins liked?
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<blockquote data-quote="The_Gneech" data-source="post: 1511250" data-attributes="member: 6779"><p>So in other words, damned if you do, damned if you don't? Sounds like the adventure designer was in the "DMs who hate paladins" camp!</p><p></p><p>The paladin, like the ranger, suffers somewhat from previous-version baggage ... in older versions of the game, paladins could stomp on the rest of the group. The high stat requirements (which were supposed to limit the availability of paladins, but c'mon, how often did that happen?) meant, in effect, that paladins started out more powerful than normal to begin with, then their out-of-whack class abilities just piled on. Thus, the paladins overwhelmed the rest of the party, causing resentment and general lameness. The previous-edition paladin was the ultimate solo adventure character, but rather problematic in a group. So DMs sometimes got in the habit of stickin' it to the paladin just to bring things back into something like balance.</p><p></p><p>The 3.x paladin, on the other hand, is pretty well an par with the rest of the group. With stat generation being what it is these days, a paladin starts with the same 16, 15, 13, 12, 10, 8 (average) that everybody else does, and in terms of in-game ability is not that different from a specialized fighter. Thus, people who take paladin characters these days probably aren't doing it for powergame reasons, they're doing it because they want to play that particular archetype.</p><p></p><p>I suspect that in time, the paladin will be less of a problem child character class for just this reason, but people still need time to get over their leftover hangups. The game I play in, the paladin's player started with 3.0 and didn't come to the game with baggage, and he's never had a problem. It helps that the DM is not trying to stick it to him, either. The group rogue has done some commando-style <em>coup de grace</em>-the-verbeeg-in-their-sleep missions; a stick-it-to-the-paladin DM would have blasted the paladin for allowing that, I imagine. But these verbeeg were invaders who enslaved or slaughtered the villagers and took over, and we've been tasked by the rightful ruler of the area to take care of the problem. Thus, it's lawful (defend the realm) and good (free the enslaved villagers), even if it's not as "chivalrous" as slapping the verbeeg awake, saying, "Die, foul creature!" and then smiting it.</p><p></p><p> -The Gneech <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="The_Gneech, post: 1511250, member: 6779"] So in other words, damned if you do, damned if you don't? Sounds like the adventure designer was in the "DMs who hate paladins" camp! The paladin, like the ranger, suffers somewhat from previous-version baggage ... in older versions of the game, paladins could stomp on the rest of the group. The high stat requirements (which were supposed to limit the availability of paladins, but c'mon, how often did that happen?) meant, in effect, that paladins started out more powerful than normal to begin with, then their out-of-whack class abilities just piled on. Thus, the paladins overwhelmed the rest of the party, causing resentment and general lameness. The previous-edition paladin was the ultimate solo adventure character, but rather problematic in a group. So DMs sometimes got in the habit of stickin' it to the paladin just to bring things back into something like balance. The 3.x paladin, on the other hand, is pretty well an par with the rest of the group. With stat generation being what it is these days, a paladin starts with the same 16, 15, 13, 12, 10, 8 (average) that everybody else does, and in terms of in-game ability is not that different from a specialized fighter. Thus, people who take paladin characters these days probably aren't doing it for powergame reasons, they're doing it because they want to play that particular archetype. I suspect that in time, the paladin will be less of a problem child character class for just this reason, but people still need time to get over their leftover hangups. The game I play in, the paladin's player started with 3.0 and didn't come to the game with baggage, and he's never had a problem. It helps that the DM is not trying to stick it to him, either. The group rogue has done some commando-style [I]coup de grace[/I]-the-verbeeg-in-their-sleep missions; a stick-it-to-the-paladin DM would have blasted the paladin for allowing that, I imagine. But these verbeeg were invaders who enslaved or slaughtered the villagers and took over, and we've been tasked by the rightful ruler of the area to take care of the problem. Thus, it's lawful (defend the realm) and good (free the enslaved villagers), even if it's not as "chivalrous" as slapping the verbeeg awake, saying, "Die, foul creature!" and then smiting it. -The Gneech :cool: [/QUOTE]
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