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Would you be fine with classes that you can't always play but are better than base classes?
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<blockquote data-quote="tetrasodium" data-source="post: 9251353" data-attributes="member: 93670"><p>I feel like a good number of folks talking about this don't have experience with the old editions or don't rememember it. Not singling you out either way, just good post for a bit of infodump</p><p></p><p>It wasn't just 17 charisma that paladin required. It took cha 17 str con 9 wis 13 lawful good & human specifically. Also attributes back then were nowhere near as impactful as they have been since 3.0. It's kinda complicated since each attribute had its own unique table, but the time +1 was generally obtained at 1<em><strong>5</strong></em> with -1 at like <em><u><strong>six</strong></u></em>.</p><p></p><p>Looking at the ad&d 2e PHB40 paladin had the following additional complications in play</p><ul> <li data-xf-list-type="ul"><strong> A paladin may not possess more than 10 magicalitems</strong>. Furthermore, these may not exceed one suit of armor, one shield, four weapons (arrows and bolts are not counted),and four other magical items.<ul> <li data-xf-list-type="ul">5e nullifies what was a significant check on power by designing for zero magic items with FR baselines rather than darksun stone & bone gear</li> </ul></li> <li data-xf-list-type="ul"><strong> A paladin never retains wealth</strong>. He may keep only enough treasure to support himself in a modest manner, pay his henchmen, men-at-arms, and servitors a reasonable rate, and to construct or maintain a small castle or keep (funds can be set aside for this purpose). All excess must be donated to the church or another worthy cause. This money can never be given to another player character or NPC controlled by a player.<ul> <li data-xf-list-type="ul">Again 5e nullifies this right out of the gate because by not needing to ever spend money on anything & being able to rest to full recovery by sleeping in the gutters while it's sleeting out there is nothing lost</li> </ul></li> <li data-xf-list-type="ul"><strong> A paladin does not attract a body of followers</strong> upon reaching 9th level or building a castle. However, he can still hire soldiers and specialists, although these men must be lawful good in comportment.<ul> <li data-xf-list-type="ul">Paladin was a warrior group thing (think fighter subclsass). This was a significant loss fir anyone playing a warrior group PC... Of course 5e preemptively nullifies this loss by designing for an assumed starting gear as the only gear ever obtained levels 1-20. <br /> </li> </ul></li> <li data-xf-list-type="ul"> <strong>A paladin may employ only lawful good henchmen </strong>(or those who act in such a manner when alignment is unknown). A paladin will cooperate with characters of other alignments only as long as they behave themselves. He will try to show them the proper way to live through both word and deed. The paladin realizes that most people simply cannot maintain his high standards. Even thieves can be tolerated, provided they are not evil and are sincerely trying to reform. He will not abide the company of those who commit evil or unrighteous acts. Stealth in the cause of good is acceptable, though only as a last resort.<ul> <li data-xf-list-type="ul">This meant a lot of things, but pretty much the paladin couldn't even <em>hire</em> help like everyone else a lot of the time unless the GM blessed it.</li> </ul></li> <li data-xf-list-type="ul"></li> </ul></blockquote><p></p>
[QUOTE="tetrasodium, post: 9251353, member: 93670"] I feel like a good number of folks talking about this don't have experience with the old editions or don't rememember it. Not singling you out either way, just good post for a bit of infodump It wasn't just 17 charisma that paladin required. It took cha 17 str con 9 wis 13 lawful good & human specifically. Also attributes back then were nowhere near as impactful as they have been since 3.0. It's kinda complicated since each attribute had its own unique table, but the time +1 was generally obtained at 1[I][B]5[/B][/I] with -1 at like [I][U][B]six[/B][/U][/I]. Looking at the ad&d 2e PHB40 paladin had the following additional complications in play [LIST] [*][B] A paladin may not possess more than 10 magicalitems[/B]. Furthermore, these may not exceed one suit of armor, one shield, four weapons (arrows and bolts are not counted),and four other magical items. [LIST] [*]5e nullifies what was a significant check on power by designing for zero magic items with FR baselines rather than darksun stone & bone gear [/LIST] [*][B] A paladin never retains wealth[/B]. He may keep only enough treasure to support himself in a modest manner, pay his henchmen, men-at-arms, and servitors a reasonable rate, and to construct or maintain a small castle or keep (funds can be set aside for this purpose). All excess must be donated to the church or another worthy cause. This money can never be given to another player character or NPC controlled by a player. [LIST] [*]Again 5e nullifies this right out of the gate because by not needing to ever spend money on anything & being able to rest to full recovery by sleeping in the gutters while it's sleeting out there is nothing lost [/LIST] [*][B] A paladin does not attract a body of followers[/B] upon reaching 9th level or building a castle. However, he can still hire soldiers and specialists, although these men must be lawful good in comportment. [LIST] [*]Paladin was a warrior group thing (think fighter subclsass). This was a significant loss fir anyone playing a warrior group PC... Of course 5e preemptively nullifies this loss by designing for an assumed starting gear as the only gear ever obtained levels 1-20. [/LIST] [*] [B]A paladin may employ only lawful good henchmen [/B](or those who act in such a manner when alignment is unknown). A paladin will cooperate with characters of other alignments only as long as they behave themselves. He will try to show them the proper way to live through both word and deed. The paladin realizes that most people simply cannot maintain his high standards. Even thieves can be tolerated, provided they are not evil and are sincerely trying to reform. He will not abide the company of those who commit evil or unrighteous acts. Stealth in the cause of good is acceptable, though only as a last resort. [LIST] [*]This meant a lot of things, but pretty much the paladin couldn't even [I]hire[/I] help like everyone else a lot of the time unless the GM blessed it. [/LIST] [*] [/LIST] [/QUOTE]
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Would you be fine with classes that you can't always play but are better than base classes?
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