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2020-10-14, 08:25 PM (ISO 8601)
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Re: Paladin abilities overpowered? What do you think.
{scrubbed}
Last edited by Peelee; 2020-10-17 at 08:50 PM.
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2020-10-14, 08:32 PM (ISO 8601)
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Re: Paladin abilities overpowered? What do you think.
5e Paladins always seemed to me to be, probably, the best designed class in the context of the game. They're versatile, but not too much (unlike full casters), and powerful, but in rather strict and conventional ways. I would say that I'd rather play a 5e paladin than any of the 5e Big Four unless I had a very specific concept in mind (and I don't really gravitate to any concept a 5e Fighter or Rogue or Wizard would be able to embody).
TL;DR = Paladin isn't OP. Some other classes are just not as good, in my general experience.Elezen Dark Knight avatar by Linklele
Favourite classes: Beguiler, Scout, Warblade, 3.5 Warlock, Harbinger (PF:PoW).
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2020-10-14, 09:11 PM (ISO 8601)
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Re: Paladin abilities overpowered? What do you think.
I enjoyed reading this and agree with most of what you said. Paladin is my favorite class of all time in DnD and I’m glad they finally made them shine. That said their abilities are significant and most of what you said (actually all of your points) I agree with. I just don’t come to the same conclusion. Paladins can shut down an encounter via smites but that’s usually just one encounter. They burn through slots pretty quick smiting. As a DM, the only time I hate when a player says they crit is when they are playing a paladin. That’s said, I find little trouble dealing with them outside of their stupid good saves. You just need to separate them from the party and have them have to focus on the heavy hitting HP sponge working for the BBEG. No need to worry about saves cuz those brutes don’t cast spells anyway. As far as other classes, the other melee classes have plenty of time to shine. Fighters are sick in their own right and barbarians are just nigh unkillable rage monsters that can do some heavy hitting on their own. Both can actually out DPR the paly. And then there’s Hexblade. Now for what it’s worth, I have a both a paly and Hexblade for when I’m not running. I will say I believe both are the top tier martial classes. Paly for its nova and auras and Hexblade for DPR, evocations, and being a pseudo full caster (they are the best gishes in the game in my opinion). Basically the paly is better for helping a party and Hexblade is better for being more powerful from a selfish standpoint. That said, neither class just eclipses the barbarians and fighters that I sometimes play with. Even the ranger is BA when he needs to be. Ok. I’ll admit we use the “revised” UA Ranger, but still. Paly is the best frontliner for nova damage and bolstering the party, but he is not broken (though I believe you never actually said he was like the original poster). Anyway, just my thoughts. Others may disagree.
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2020-10-15, 10:38 AM (ISO 8601)
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- Jan 2007
Re: Paladin abilities overpowered? What do you think.
Fair enough. There are definitely things I like about the artificer, and I love both battlesmiths and artillerists when you look at their complete packages. I just feel like there should have been a bit more built into their base package and a bit less shoved off onto the subclasses to avoid the possibility of disappointments like the alchemist.
...
While I defend paladins overall, there are definitely some issues that could be ironed out.
Re: divine smite, it can encourage paladins to stockpile spell slots then burn them all to nova down a tough encounter, which can result in a paladin slightly underperforming in filler and attrition fights, ending fun and climactic encounters prematurely, or even underperforming in an adventuring day's most difficult encounter because 'what if there's an even harder fight later'. The ease and reliability of divine smite can also be a problem, leading to paladins failing to engage with their actual spell lists, which reduces the differentiation between paladin oaths and can actually weaken the character overall, since clever use of actual paladin spells will often provide greater returns than just smiting all your slots away.
While I'm fine with divine smite as is, I personally wouldn't object to house rules that limit the ability to 1/turn. And if I were rebuilding paladin from the ground up, I'd probably...
SpoilerMake divine smite a discrete ability with a number of uses per short rest - maybe cha mod per short rest? Or a set number per short rest that scales with paladin level? Make it do +1d8 damage with damage type set by alignment (radiant for good, force for neutral, necrotic for evil), with an extra dice of damage against enemy types according to the alignment (fiends & undead for good, fey & aberrations for neutral, celestials for evil), without spending any spell slot. Then give all paladins an option of burning a spell slot when they smite for +d8 damage per slot level.
Then each oath could have a unique smite ability to trade 2+ dice of damage for an additional effect, like conquest can trade dice of damage to force a save vs. frighten, devotion can trade dice to impose disadvantage on attacks made against their allies, ancients can trade dice to impose a save vs. restrained, vengeance can trade dice to give themselves advantage on attacks vs. the target for a round, etc. At higher levels maybe gain additional abilities to trade more dice to improve the effect, maybe impose disadvantage on the save or make the effect ongoing on impose a more deleterious effect or so on. You could then replace & remove the entire 'smite' line of spells, which mostly don't work particularly well, and where they do work kind of edge in on the paladins gimmick.
that answers a few issues with paladin actually - increasing their short rest resources so they aren't as dependent on daily stuff while reducing the ability to nova a single important fight out of existence. Same total damage output when burning spell slots to smite, but the damage efficiency of the slots themselves are reduced which gives more incentive to consider actual spell use, 'fixes' the smite spells by replacing them outright, etc.
but that's a bunch of of the cuff homebrew spit balling, and isn't really here or there. I don't really have much problem with the ability as is, though again I personally wouldn't object to a 1/turn house rule limit on smites, and I think that would go a long way towards mitigating the nova issue.
as per the auras... a party that clumps up gains a lot of protection from paladin auras, especially aura of protection, but also becomes more vulnerable to aoe effects, something a DM can absolutely take advantage of if the party's tactics are getting a bit stale. You can also manipulate positioning yourself - throw in some brute thug strongman enemies that can shove party members out of the aura for the mastermind enemies in the back ranks to be able to target them, that sort of thing.
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2020-10-15, 12:48 PM (ISO 8601)
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Re: Paladin abilities overpowered? What do you think.
Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
Second known member of the Greyview Appreciation Society
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2020-10-15, 01:11 PM (ISO 8601)
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Re: Paladin abilities overpowered? What do you think.
It's a personal thing, but Devotion is the only one whose ideals actually feel like Paladin ideals to me, so for me it's either Devotion Paladin or Oathbreaker anti-Paladin (Darth Vader, Lord Soth), and the latter only as a DM NPC. I simply see no reason for the other subclasses to exist, but YMMV.
PDK and Arcane Archer are weak subclasses on a strong chassis so I'd still play them, although first I'd need a reason not to play EK instead (e.g. "I dare you not to play an EK"). PDK has been fun in one-shots that I've DM'ed, would like to have been a player for.
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2020-10-15, 04:25 PM (ISO 8601)
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2020-10-15, 05:36 PM (ISO 8601)
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Re: Paladin abilities overpowered? What do you think.
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2020-10-15, 05:56 PM (ISO 8601)
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Re: Paladin abilities overpowered? What do you think.
I like them. They aren’t weak, that’s for sure, and the fact you are no longer tied to being lawful stupid is great. Making Oathbreaker just a type of paladin rather than an entirely new class like the blackguard is great, and oaths like vengeance, ancients, and conquest explore new themes you had to ask your DM for in previous editions.
I think paladins are about right in 5e, I just wish some other classes were as good.
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2020-10-15, 10:22 PM (ISO 8601)
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- Nov 2013
Re: Paladin abilities overpowered? What do you think.
When it comes to things being overpowered I can agree there are objective examples. These are things that make the game unplayable. They are unintentional loopholes in the rules of "I win D&D". This is where Simulacrum chaining with Wish and Coffeelock of infinite spell slots lie. Everything else is subjective to the viewer. As a matter of personal opinion even where I disagree a particular thing is overpowered I can see the point of view about it where others do have a problem. I agree they are powerful but disagree it's too much power. This is where Great Weapon Master, Sharpshooter, and multiclassing Hexblade comes in. House rules to fix the problem people have are reasonable, such as changing the feats to -Proficiency to hit/2x Proficiency to damage and give the most desired features of Hexblade to Blade Pact in general. The house rules are curtailing the power but still appreciative of their intent keeping their spirit.
Then there is what I sometimes facetiously describe as people who hate characters doing more than "I attack for 1d8 + 3 damage". It's still subjective, but at some point one can go too far in objecting to PC power. PCs are supposed to be powerful. There's nothing wrong with PCs being powerful. It's a feature of the game they get to do Cool Things and have Cool Defense. Complaining about any and every class ability a PC can do as too powerful is a bridge too far. Maybe they're not too powerful but rather other abilities are too weak. Maybe comparison to other class abilities is irrelevant and an ability just is what it is, does what it's supposed to do, and is the whole point of playing the character and the game in general.
Can a particular class ability fall under my Great Weapon Master appreciation of a problem? Since it's subjective of course it can, but right now nothing about a Paladin falls into this category. What it can do it is supposed to do. Where it shines is where it's supposed to shine and doesn't make the game unplayable nor need nerfing.
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2020-10-15, 10:40 PM (ISO 8601)
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Re: Paladin abilities overpowered? What do you think.
Actuallly power does not matter. A PC simply being more powerful than other PCs usually does not matter either.
What matters is if either (1) a PC is so powerful that it is shoving other PCs out of the limelight often enough that other player care, or (2) a PC is so powerful that it is making encounter design really hard on the DM.
Things like defensive auras almost cannot be a problem of type #1, because it is mostly preventing fellow PCs from suffering suckage, thus the players of those other PCs feel like the Paladin helps their PC get those limelight moments. That is the opposite of a problem.
As for the smite damage, it is good, but is it actually better than the Fighter who plowed that level 6 ASI into GWM and just Action Surged? Probably not.I owe Peelee 5 Quatloos. But I am going double or nothing that Durkon will be casting 8th level spells at the big finale.
I bet Goblin_Priest 5 quatloos that Xykon does not know RC has the phylactery at this point in the tale (#1139).
Using my Bardic skills I see the fate of Belkar...so close!
Using my Bardic skills I see the fate of goblinkind!
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2020-10-16, 01:00 AM (ISO 8601)
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Re: Paladin abilities overpowered? What do you think.
You're wrong. Divine Smite is better than Action Surge, because it cannot be wasted. Action Surge is wasted when the Fighter roll low on his extra attacks, but Divine Smite is never wasted, and also multiplied on crits. Funny you mentioned GWM, because its going to reduce the chance to hit even more.
Last edited by Jerrykhor; 2020-10-16 at 01:01 AM.
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2020-10-16, 01:13 AM (ISO 8601)
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Re: Paladin abilities overpowered? What do you think.
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2020-10-16, 02:19 AM (ISO 8601)
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Re: Paladin abilities overpowered? What do you think.
Hmm, but Smite does have the crit multiplication and the opportunity to save it for crits going on for it. So if you crit on average once per day (20 attacks, where 3 rounds at 6 encounters already produces 36 even before PAM) you can get 3d8 extra out of that. Add to that the autohitting for the extra attacks and you're doing fine. Of course, whether it's worth critting the enemy with a Smite is another matter and of course there's no guarantee you'll have Smites remaining by that time. Which provides for some inaccuracy but yeah, while I agree that a Fighter might come out ahead, Smite is a bit better than the raw amount of damage you'd get out of the blue due to its controllability.
Campaign Journal: Uncovering the Lost World - A Player's Diary in Low-Magic D&D (Latest Update: 8.3.2014)
Being Bane: A Guide to Barbarians Cracking Small Men - Ever Been Angry?! Then this is for you!
SRD Averages - An aggregation of all the key stats of all the monster entries on SRD arranged by CR.
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2020-10-16, 02:39 AM (ISO 8601)
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Re: Paladin abilities overpowered? What do you think.
Some other things to consider:
- on the one hand, synergies with other class features. A lvl 6 pally will most likely have increased cha (following form a thread on this a while back); the fighter has 2 asi's by lvl 6, increasing (in this example, most likely) str and GWM. That higher str allows it to hit more often, recues the penalty from GWM, and the other feature of GWM will give it bonus attacks that should be calculated as well.
- on the other hand: what about the pally's warhorse? You can't use it to fight while on top of it, and probably can't take it into most dungeons. But out in the open, it can fight alongside the party, and the damage it does and extra hp it brings will be a huge boost to the pally's defense and offense compared to the fighter.
In general though, I think the fighter pulls ahead when only dpr is concerned (which is of course as it should be, given all other things the pally brings to the table).
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2020-10-16, 01:59 PM (ISO 8601)
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Re: Paladin abilities overpowered? What do you think.
And spell/smite slots saved for
crime(crits, but crime is funnier) that don’t get spent are also wasted.
Anyway, viewing action surge when missing as a waste is like viewing any form of advantage a “waste” if you miss. That isn’t how probability works. Plus, you can use action surge to cast a buff spell (or two) which sure isn’t a “waste”.Last edited by cutlery; 2020-10-16 at 02:00 PM.
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2020-10-16, 02:23 PM (ISO 8601)
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Re: Paladin abilities overpowered? What do you think.
Agreed, Action Surge gives a certain amount of probabilistic damage, which is completely valid as such. Smite gives a certain amount of "guaranteed" damage but obviously you are as restricted in when you can apply it as the next guy since you still need to land hits to Smite. So they have different considerations but much like enemies making their saves, missing attacks aren't really "wasted" as such; some attacks will miss and some saves will be made and all you need to do is land more. The more attacks you're making or the more saves you're making, the better. There's no valid way of viewing Action Surge but through the probabilistic outcome.
Last edited by Eldariel; 2020-10-16 at 02:23 PM.
Campaign Journal: Uncovering the Lost World - A Player's Diary in Low-Magic D&D (Latest Update: 8.3.2014)
Being Bane: A Guide to Barbarians Cracking Small Men - Ever Been Angry?! Then this is for you!
SRD Averages - An aggregation of all the key stats of all the monster entries on SRD arranged by CR.
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2020-10-16, 03:15 PM (ISO 8601)
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Re: Paladin abilities overpowered? What do you think.
Que tous les anciens dieux et les nouveaux protègent la France.
Resistance Data in MM, Volo's, MToF. -- -- Petrocorus's 3.5 Paladin Builds List. -- -- French vs. EnglishOriginally Posted by King Louis XIII in The Musketeers
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2020-10-16, 04:00 PM (ISO 8601)
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Re: Paladin abilities overpowered? What do you think.
Yes, although to be completely fair you also should take Paladin subclass into account as well in that case. But Fighter subclass is typically better than Paladin subclass is at adding damage/synergizing with GWM/SS. For Paladin damage comes mostly from the core class.
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2020-10-16, 04:33 PM (ISO 8601)
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Re: Paladin abilities overpowered? What do you think.
For purposes of this discussion, I only care if it is good in a way that forces the DM's hand in terms of encounter design.
That the paladin might efficiently employ smite to average out to have a good DPS over the course of the day is not a problem -- a frontliner should have respectable DPS. That the paladin might get lucky with a crit or two and nuke an opponent is not a problem -- luck crits can bring down anybody.
That the Fighter might choose his moment to combine, say, Action Surge with Superiority Dice to hit for 60-100 damage in one round is much more likely to be a problem. (I am not asserting this is a problem, only it is the kind of thing that potentially could be viewed that way.)Last edited by Snails; 2020-10-16 at 04:34 PM.
I owe Peelee 5 Quatloos. But I am going double or nothing that Durkon will be casting 8th level spells at the big finale.
I bet Goblin_Priest 5 quatloos that Xykon does not know RC has the phylactery at this point in the tale (#1139).
Using my Bardic skills I see the fate of Belkar...so close!
Using my Bardic skills I see the fate of goblinkind!
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2020-10-16, 05:38 PM (ISO 8601)
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2020-10-16, 06:01 PM (ISO 8601)
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Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
Second known member of the Greyview Appreciation Society
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2020-10-16, 06:56 PM (ISO 8601)
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Re: Paladin abilities overpowered? What do you think.
I've always seen the paladin as a strong class in regards of recovering and mitigating times when the party screws up. The worse things go the better they look. If a party can consistently maintain the momentum a lot of the paladin's tool box goes unused.
what is the point of living if you can't deadlift?
All credit to the amazing avatar goes to thoroughlyS
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2020-10-16, 07:08 PM (ISO 8601)
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Re: Paladin abilities overpowered? What do you think.
In practice, this matches my experience. As we've played this campaign longer, gotten stronger, I find that I use less of my resources cleaning up mistakes and have more room to be proactive.
I think for much of the t3 and early t4 content we've seen has put my Paladin far back into a supporting role where I'd originally intended for him to shine.
Paladins start strong, remain strong but barring their capstone seem to peak early.
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2020-10-16, 07:55 PM (ISO 8601)
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Re: Paladin abilities overpowered? What do you think.
Another interesting characteristic of the paladin, at least to me: with most other classes, there's this sort-of 'worry' that if there's more than one member of the same class in the party, there's going to be competition between them as to who's better built/getting into the spotlight more, or whether having the same job sours RP potential between them to an extent.
Paladins have none of that. I can very easily see an entire party of nothing but Paladins going swimmingly, something I can't really say for any other class, not even cleric or druid. If there's already two Paladins in the party and the new guy's like, "...is it OK if I play one, too?", you're not going to get eye-rolls, you're going to get 'hell yeah, you can play one!" There's just no such thing as too many Paladins, which TBH is kinda weird."Come play in the darkness with me."
Thanks for the avatar, banjo1985!
Spoiler
I guess I'm a Neutral Good Human Wizard (4th Level)
Ability Scores:
Strength- 14
Dexterity- 15
Constitution- 17
Intelligence- 20
Wisdom- 20
Charisma- 12
Take the 'What D&D Character am I?" Quiz!
Somehow I doubt the veracity of this quiz :P
Which Final Fantasy Character Are You?
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2020-10-16, 08:23 PM (ISO 8601)
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2020-10-16, 08:45 PM (ISO 8601)
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2020-10-16, 09:50 PM (ISO 8601)
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Re: Paladin abilities overpowered? What do you think.
I think the wizard one works if builds are coordinated in advance (specifically, making sure at least one of them's a bladesinger and at least one of them multi'd life cleric 1, lol).
Bards, now there's a ridiculous class. I think their only real 'weakness' is their spell list, and frankly they get a class feature expressly addressing that weakness. Yeah, a party of bards def-o works.
Let's see, what would a paladin party need to cover...probably range. I guess magic initiate (warlock)/a warlock dip?"Come play in the darkness with me."
Thanks for the avatar, banjo1985!
Spoiler
I guess I'm a Neutral Good Human Wizard (4th Level)
Ability Scores:
Strength- 14
Dexterity- 15
Constitution- 17
Intelligence- 20
Wisdom- 20
Charisma- 12
Take the 'What D&D Character am I?" Quiz!
Somehow I doubt the veracity of this quiz :P
Which Final Fantasy Character Are You?
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2020-10-16, 11:22 PM (ISO 8601)
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2020-10-17, 12:11 AM (ISO 8601)
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- Jul 2013
Re: Paladin abilities overpowered? What do you think.
To be fair, they responded to your hyperbolic first paragraph rather than your penultimate paragraph. With that context their post is much more reasonable.
Remember your penultimate paragraph added the qualifier to make it "Paladins are OP .... when compared to the others" Which does not explicitly imply but one can infer means "Paladins are not OP, but the others are UP".
However here is some response to your points. Your evidence takes Paladin features and looks for anything similar in other classes and the result is faulty analogies. Why would Eldritch Smite be comparable to Divine Smite? That would be OP because an Invocation costs less than a level's worth of features. Likewise Eldritch Smite is an optional side specialization for Warlock, but Divine Smite is part of the Paladin default math. It is not unreasonable for Fighter's Extra Attack to be better than War Domain's War Priest ability. Likewise Divine Soul has a very important 2nd half, and many would agree that Tier 3-4 features struggle to be level appropriate. Is Lay on Hands "free healing" or did it cost most of 1st level's feature points?
And yet I can agree that Paladin has more pros than cons when compared to other martial classes (Excluding Rogues) and can push further into T3 before their features become underpowered for that level.
However I would not have phrased it like you did. Paladins are not OP. I generally see WotC's 5E Paladin as only being 13-14 levels long. The remaining levels would need an overhaul to be level appropriate. And the levels 1-5 are very much in line with the strength of other martial classes (excluding the Rogue).
To be fair, the Paladin's signature ability does not stack with itself. Aura of Protection only applies the highest Cha modifier. So 2 Paladins with have 3 auras instead of 4 auras.Last edited by Peelee; 2020-10-17 at 08:22 AM.