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Why the paladin fails: It's all about OPTIONS
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<blockquote data-quote="Big Bad Bob" data-source="post: 1479067" data-attributes="member: 6822"><p>The thing about D&D is that it's a class and level based system. D&D is a system built on archetypes, and the classes by nature are somewhat restrictive. If you want a lot of options, go play a White Wolf game or something that throws classes away altogether. How many options can you give a paladin before he's no longer a paladin?</p><p></p><p>Of course, I can imagine a paladin that can't remove disease, and I can imagine a paladin that is better in combat (ie: more feats). Maybe the question is really: What about a paladin can be changed? So if you distill the paladin down to the basics, what do you have? What makes a paladin a paladin? Once you've got the essence of paladin in your hand, you can figure out what can be changed and what options can be given.</p><p></p><p>Also, I think that the reason this thread seems to be going "off topic" is that the thread title is "Why the paladin fails." And I don't think you can really call the paladin a failure. It certainly can be called "more restrictive," but not a failure, not by a long shot. Paladins are just a friggin' cool concept.</p><p></p><p>All the options vs. archetypes shpeel, of course, also applies to bards and monks as well. When is a bard not a bard? </p><p></p><p>And one last afterthought... a fighter isn't a very restricted class, maybe because the concept is a broad one. A fighter is a guy who fights. The paladin is a very narrow concept: the paragon of holiness and righteousness. The hand of his deity. Just a thought.</p></blockquote><p></p>
[QUOTE="Big Bad Bob, post: 1479067, member: 6822"] The thing about D&D is that it's a class and level based system. D&D is a system built on archetypes, and the classes by nature are somewhat restrictive. If you want a lot of options, go play a White Wolf game or something that throws classes away altogether. How many options can you give a paladin before he's no longer a paladin? Of course, I can imagine a paladin that can't remove disease, and I can imagine a paladin that is better in combat (ie: more feats). Maybe the question is really: What about a paladin can be changed? So if you distill the paladin down to the basics, what do you have? What makes a paladin a paladin? Once you've got the essence of paladin in your hand, you can figure out what can be changed and what options can be given. Also, I think that the reason this thread seems to be going "off topic" is that the thread title is "Why the paladin fails." And I don't think you can really call the paladin a failure. It certainly can be called "more restrictive," but not a failure, not by a long shot. Paladins are just a friggin' cool concept. All the options vs. archetypes shpeel, of course, also applies to bards and monks as well. When is a bard not a bard? And one last afterthought... a fighter isn't a very restricted class, maybe because the concept is a broad one. A fighter is a guy who fights. The paladin is a very narrow concept: the paragon of holiness and righteousness. The hand of his deity. Just a thought. [/QUOTE]
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