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2020-10-24, 05:14 AM (ISO 8601)
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- Under Mt. Ebott
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Re: Paladin abilities overpowered? What do you think.
Nah. Paladin is strong, certainly, and it can nova like hell on a biscuit, but that's generally all it does. It smites people real good, and with some oaths provides some helpful passives to the party. And it's really an extremely pigeonholed class. It's really quite noticeable how I've seen three paladins played, by three different people, all three of which were extremely different people in personality, RP, and appearance, and yet when initiative started you could have interchanged them but for the unique effects of their divinity channels, because they were all doing the same things in the same order. It's not quite as bad as Rogues, who often could just leave a paper reading "I sneak attack whatever the Fighter is attacking" on their spot at the table and go play some Mario Kart as soon as initiative starts and keep about 90% of their effectiveness, but it's noticeable.
No, our yardstick here is stuff like Wizard, which gets a minimum of two new features every single level and a large chunk of them are individually on par with the stuff Paladin gets every several levels. Paladin ain't anywhere close to that level.Last edited by Drascin; 2020-10-24 at 05:17 AM.
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2020-10-24, 10:17 AM (ISO 8601)
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- Oct 2014
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2020-10-24, 10:57 AM (ISO 8601)
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- Dec 2007
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- Finland
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Re: Paladin abilities overpowered? What do you think.
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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2020-10-24, 11:29 AM (ISO 8601)
- Join Date
- Oct 2014
Re: Paladin abilities overpowered? What do you think.
Spoiler: Beating a dead horse just in case anyone is interestedYeah, it's neither useless nor genuinely permanent. It's flight that lasts until your mount is killed by an attack or AoE, or mind-controlled/frightened and forced to give the enemy lots of opportunity attacks on you the rider, or grappled, or until you are shoved off the mount (either via Athletics, or by Repelling Blast, or some kind of spell like Gust or Telekinesis). It basically becomes a big hole in your defenses, if you aren't prepared to give it up and fight without it.
Paladin auras can help somewhat by boosting some of these saves, and Mounted Combatant can help with others by preventing attacks and mitigating Dex-based AoEs, but even with a +5 Paladin aura, a Griffon (for example) still has only +4 to Charisma saves and +6 to Wisdom saves, compared to the paladin's own +16 Charisma save and +12ish Wisdom save, and only 59 HP with which to resist a 45 HP cold blast from a CR 6 Young White Dragon's breath weapon (Con save, so Mounted Combatant won't help).
If you think of the mount as an expendable tool then it's awesome, but then the flight isn't permanent. If you think of the flight as permanent then you get a nasty surprise when it goes away in the middle of a fight with a beholder or whatever.
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2020-10-24, 11:38 AM (ISO 8601)
- Join Date
- Jun 2020
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2020-10-24, 12:00 PM (ISO 8601)
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- Dec 2007
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- Finland
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Re: Paladin abilities overpowered? What do you think.
Depends on how many characters it'd have. I might include a Pally in a party of like 6 (or a Sorcadin with 6-7 levels in Pally) but probably not with fewer characters than that, and even there I'd be hardpressed to pick it over another Bard or Sorcerer or Wizard (though Pally 2 for bursting things down as a dip isn't impossible deeper into Tier 4 but faces stiff competition in Fighter 2; I'm always ultimately a bit torn on how much I really care about focusing on damage when incidental damage especially with 9th level spells on the table can already easily be in excess of 100 points per round per character vs. top tier AC). Lore Bards & Eloquence Bards stack beautifully and Sorcs have cool stuff on this level and Wizards are still Wizards; getting to use multiple full power illusionists is extreme resource conservation as all their stuff is basically permanent except for Mirage Arcana meaning they can solve most things without resorting to spell slots.
Pally auras are sweet but you can get blanket immunity to many things through casting which makes them slightly less useful and more importantly, Pally being unable to make their own Simulacrums and Contingencies and minions and such is such a drag comparatively.Last edited by Eldariel; 2020-10-24 at 12:02 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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2020-10-24, 08:51 PM (ISO 8601)
- Join Date
- Apr 2013
Re: Paladin abilities overpowered? What do you think.
Paladin is a very strong class, and the best class to solo the game with (yeah yeah cleric and druid, i know), but it is not over-powered. It is tightly designed, and does everything it should.
May I borrow some bat guano? It's for a spell...
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2020-10-29, 07:41 PM (ISO 8601)
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- Mar 2017
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- West coast
Re: Paladin abilities overpowered? What do you think.
Paladin
Level 1 Lay hands heal 5 per lvl and or cure disease or poison at 1/2 your level per day
Just saying disease/poison is little to much.
Lvl 3 immune to disease.
Lvl 6. Aura protection 10’ radius, cha mod between +2,3,4 to all saves for you and allies. Constant.
Lvl 7 aura warding resistance to damage spells 10’ radius for you and allies. Constant.
That’s bonus to saves for 1/2 damage and also resistance for another 1/2
So a meteor swarm 20d6 fire and 20d6 Bludgeoned would be 10d6 and 10d6 with Save, Then rolled 3x5 + 4x5 + 3x5 + 4x5 = 70 and then resistance 35
Cone of cold 8d8 saved is 4d8 rolled 4x4 is 16 and then 8
When you add aura protection as a constant and can be increase by cha mod
And add it to a friendly radius
And more so add aura warding to give magic damage resistance as a constant is massive.
And add it to a friendly Radius.
Yes there are ways to get around with other non Damaging spells. And yes a globe of Invulnerability can do do much def also , but it is limited by spell slots and time restraints where the Pali has basically a free ring of Protection + 2,3,4 at lvl 6 and a free magic damage resistance item. At lvl 7.
Even the massive divination wizard with 2 portents at level 2 are limited to 2x a day with random rolls.
How many other classes or sub classes get a Constant bonus to attack or defense at lvl 6 or 7 or at lower level that compares to the Paladin lvl 6 or 7.
Even the lvl 2 action surge is limited in use and not constantLast edited by Whit; 2020-10-29 at 08:06 PM.
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2020-10-29, 07:56 PM (ISO 8601)
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- May 2017
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Re: Paladin abilities overpowered? What do you think.
The fact that Paladin's do many things well doesn't really warrant an always direct comparison. There are many aspects of play that a Paladin won't do as well as another class.
They're not a full caster, so their problem solving abilities are limited. They're not as good at healing as Druid's and Clerics, most not able to blast large swathes of enemies where a Wizard and Sorcerer shine, and they're not the best at diplomacy when compared to a Rogue or Bard.
They have many strengths, but so do the other classes. Damage and Damage Resistance aren't the only metric for effectiveness.
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2020-10-29, 08:14 PM (ISO 8601)
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- Mar 2017
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- West coast
Re: Paladin abilities overpowered? What do you think.
True. But that would other things. Here we are talking about class level abilities.
Each class and sub classes get them regardless of fighter or spell caster.
Which classes have a comparable paladin lvl 6 passive ability or sub class ability like ancient.
How many class or sub class ability weather an attack , defense or utility at any level 1-7 That is close to the usefulness of a paladin and ancient passive which can also be used by others in a 10’
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2020-10-29, 08:24 PM (ISO 8601)
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- May 2017
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Re: Paladin abilities overpowered? What do you think.
There are plenty of useful abilities gained at that level, but they're useful for different things. Full casters are gaining third and fourth level spells, Monk's are getting automatically magical fists, evasion is effectively granting Rogues (and Monks) immunity to damaging effects that require Dex saves.
I think these are all very useful things, and it's not an exhaustive list either, I'm sure others would have more to add.
Unless I'm grossly misunderstanding your stance here, you're suggesting that every class should have a direct and obvious comparable ability to a Paladin's Aura... which I don't really agree with, and I don't think it's fair to suggest that no other class has powerful abilities at this level range.Last edited by ProsecutorGodot; 2020-10-29 at 08:27 PM.
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2020-10-31, 12:18 PM (ISO 8601)
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- Mar 2017
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- West coast
Re: Paladin abilities overpowered? What do you think.
In fact I would love to see a YouTube video ranking the class features.
Anyway. Good replies on the post.
No need to beat it any further
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2020-10-31, 12:52 PM (ISO 8601)
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- Dec 2007
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- Finland
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Re: Paladin abilities overpowered? What do you think.
This isn't meaningfully better than curative magic until much higher levels, which generally aren't even the best spells to be casting unless you're picking up an ally. A solid ability, but quite a bit weaker than full spellcasting.
A fringe ability, but strong when it matters. Ultimately I wouldn't consider this worth noting compared to 2nd level spells.
A great ability, but constantness is easy to overstate: you only need it when enemies are forcing actually important saves on you, the value of which is highly dependent on campaign. Often though you probably won't fight dangerous save-or-X effects in all that many encounters each day. Which means a 2/LR ability might actually accomplish the same thing on many days (not all, of course; there's some value to it being constant and most non-constant effects have an action cost for activation); though of course even 2/LR "+3-+5 to saves for all allies within 10' radius" would be very strong. Still, this + 2nd level spells is competing with casters' 3rd level spells and any possible class features on these levels, which I don't think is necessarily all that automatically favourable to Paladin.
Again, a very strong ability but more "OP" compared to many martial than basic caster abilities.
Same as above. Great ability, but the constantness is easy to overstate. It's also campaign dependent in that it needs for you to fight spellcasters specifically instead of most monsters to get value out of it (but of course, as PCs are particularly vulnerable to AOE damage and huddling together for aura of protection further exacerbates), but if you get hit by Web/Slow/Hypnotic Pattern/Fear/Watery Sphere/whatever instead of Fireball, it's far less impressive. Of course, Aura of Protection helps there but even with that, some are like to fail if you're too close together; splitting up is often a better protection against such magic.
And here we're competing with fourth level spells which have doozies like Summon Greater Demon, Polymorph, Watery Sphere, Banishment, etc. Which are all massive spells and greatly expand your problem-solving, power and offense. And of course plenty of other kinds of spells. So I think it's a strong ability but you can't switch it for a "counter breath weapons" or "counter melee beaters" or "make allies deal tons more damage" daily which ultimately means it'll be great on some days and useless on others and generally somewhere between these two extremes. Spell preparation is ultimately better: all of this (plus especially Pally casting and Smites) are what I believe makes Pally better than non-casters on average (of course this is for the average campaign, not any specific campaign so such consideration can vary even though Pally is strong).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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2020-10-31, 12:54 PM (ISO 8601)
- Join Date
- Dec 2014
Re: Paladin abilities overpowered? What do you think.
IMO something is "overpowered" if it makes you have to beef up the default monster statblocks. In many cases, Paladin does qualify.
Last edited by NorthernPhoenix; 2020-10-31 at 12:54 PM.
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2020-10-31, 12:58 PM (ISO 8601)
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- Jul 2020
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2020-10-31, 01:01 PM (ISO 8601)
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- Sep 2015
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- Maine
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Re: Paladin abilities overpowered? What do you think.
what is the point of living if you can't deadlift?
All credit to the amazing avatar goes to thoroughlyS
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2020-10-31, 01:19 PM (ISO 8601)
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- Oct 2014
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2020-10-31, 01:29 PM (ISO 8601)
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- Sep 2015
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- Maine
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2020-10-31, 01:34 PM (ISO 8601)
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- Oct 2014
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2020-10-31, 01:47 PM (ISO 8601)
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- Sep 2015
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- Maine
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2020-10-31, 01:49 PM (ISO 8601)
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- May 2017
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- Montevarchi, Italy
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Re: Paladin abilities overpowered? What do you think.
My current Sheperd Druid's backstory is pretty much "got natural spirits shoved up his etc. And is pretty pissed by it".
Which means that anybody that pisses him off usually meets a gruesome end that nobody in the party likes to watch.
So he does like to cuddle animals- but hates natural spirits.
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2020-10-31, 02:40 PM (ISO 8601)
- Join Date
- Jul 2013
Re: Paladin abilities overpowered? What do you think.
Random thought:
What if Druids and Rangers had a bunch of utility animals but their class features allowed them to protect those animals. It would become a non combat ability instead of a combat ability but would affect that feeling you are getting.
"Doggo has a keen nose, and I protect doggo when enemies attack" instead of "Doggo, go die to buy me a few more seconds"Last edited by OldTrees1; 2020-10-31 at 02:41 PM.
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2020-10-31, 03:01 PM (ISO 8601)
- Join Date
- Oct 2014
Re: Paladin abilities overpowered? What do you think.
From a fluff perspective, I think that would align the mechanics with the fluff, eliminating one source of aggravation. From a gameplay perspective though, getting attached to actual, specific animals is a lot like being on a permanent NPC escort mission, and possibly quite stressful. Those protection features might have to be implausibly strong (a la the new (Tasha's) Drake Warden's ability to apparently bring his dragon friend back from the dead pretty much at will), and that would be bad for fluff in a different way.
Given that the promise of D&D is all about violence, I think it's the fluff that needs to change: "protect and cuddle animals" is just not good fluff for a game promising that all the important problems in life can be (but don't have to be) solved with sufficient force, if you want to, which you probably will.
Honestly I think Moon Druids have enough "guardians of the wild" flavor already. Shepherd Druids have no need to exist.
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2020-10-31, 03:08 PM (ISO 8601)
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- Sep 2015
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- Maine
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Re: Paladin abilities overpowered? What do you think.
Druids in a nutshell. Huge chunk of player option wrapping in a very narrow fluff aream IMO should have been a split up into different subclasses and passed out to the other classes like cleric domain and oath of ancient. why not make something like that for all the classes. Hmm druid inspired rogue subclass.
Last edited by stoutstien; 2020-10-31 at 03:14 PM.
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2020-10-31, 03:34 PM (ISO 8601)
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- Oct 2013
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Re: Paladin abilities overpowered? What do you think.
Paladins are just right. They're holy badasses that excel at single combat target and boss killing...and DPS if they Nova, which, because they generally save it for the boss, they tend to do.
If you want AOE, or Ranged combat, that's someone else's job, for the most part.
They also make effective tanks when they're not smiting, and should generally be built with tanking in mind for general encounters.
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2020-11-02, 12:24 PM (ISO 8601)
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- Jul 2009
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2020-11-02, 12:53 PM (ISO 8601)
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- May 2015
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- Texas
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Re: Paladin abilities overpowered? What do you think.
For the 5 minute adventure day. The Monsters are already big old bags of hit points to start with.
A note in the side discussion regarding animals: Rangers and Druids summon fey or celestial spirits that take on the form of wolves/bears/Giant Snakes, etc.
No actual animals are harmed.
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can
see within range...Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
Paladins are just right. They're holy badasses that excel at single combat target and boss killing...and DPS if they Nova, which, because they generally save it for the boss, they tend to do.
If you want AOE, or Ranged combat, that's someone else's job, for the most part.
They also make effective tanks when they're not smiting, and should generally be built with tanking in mind for general encounters.Last edited by KorvinStarmast; 2020-11-02 at 12:56 PM.
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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2020-11-02, 01:06 PM (ISO 8601)
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- May 2015
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- Texas
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Re: Paladin abilities overpowered? What do you think.
Incorrect.
Originally Posted by the actual rulesJust saying disease/poison is little to much.
See? We both have an opinion. Your assertion is unsupported.
Lvl 3 immune to disease.
Lvl 6. Aura protection 10’ radius, cha mod between +2,3,4 to all saves for you and allies. Constant.
A word on class design: this feature seems to be a fusion of the original Paladin from AD&D 1e, if Paladin had a holy sword, and video game Paladin auras. (I am thinking of things like WoW and Diablo II)
Here's what it looked like originally:
Originally Posted by Greyhawk p. 8
Lvl 7 aura warding resistance to damage spells 10’ radius for you and allies. Constant.
Yes there are ways to get around with other non Damaging spells. And yes a globe of Invulnerability can do do much def also , but it is limited by spell slots and time restraints where the Pali has basically a free ring of Protection + 2,3,4 at lvl 6 and a free magic damage resistance item. At lvl 7.
If I were going to be in a campaign that lasts the usual 11 or 12 levels, would I pick a paladin or a Fighter? That's difficult to say, since Paladin is a mostly "long rest" class and Fighter is very much a "short rest" class, so I'd need to know if the DM believes in using short rests or not.
If yes, I'd probably go fighter, and most likely Battle Master since I like to be able to shape the battlefield, and maneuvers help me do that.
If no I'd likely go paladin since the third attack for the fighter comes on line late in the campaign, and the short rest benefits of action surge and second wind would be less pronounced. Also, if I can save up my spell slots, I can go nova when the party needs that.
Also, the Paladin's spell casting can be helpful for reasons beyond going Nova, but that consideration is again matched against who else is in the party. If we already have a Bard and a Cleric, we don't need a Paladin's spells.
My choice would depend on who else is in the rest of the party.
Bottom Line: we are a party, not people in competition with one another.Last edited by KorvinStarmast; 2020-11-02 at 01:18 PM.
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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2020-11-03, 02:49 AM (ISO 8601)
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- Oct 2015
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- Greece
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Re: Paladin abilities overpowered? What do you think.
Not if they give them spirit guardians in Tasha's. Then they'll be amazing at dealing with melee hordes too. Not sure if that would be so terrible if spirit guardians was not (at least mechanically) a cleric's signature thingy.
I think so too, now that you mention it. Good catch.Last edited by Corran; 2020-11-03 at 02:50 AM.
Hacks!
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2020-11-03, 06:37 AM (ISO 8601)
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- May 2017
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Re: Paladin abilities overpowered? What do you think.
Last edited by ProsecutorGodot; 2020-11-03 at 06:38 AM.