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Posted: Tue Jun 08, 2010 10:00 pm
When I say 3e I mean 3.5e, because anyone who uses un-updated 3e material is either an idiot or toeing the line with their GM. 3.5e was patch notes for all the horrible balance that 3e had and the overpowered spells and abilities. Pretty much 100% of the update notes (which you can get on the wizards site) includes nerfing things right and left. Paladins don't seem to have been changed at all, because they were already pretty underwhelming. KB Chances are if your Paladin isn't bolstering the party or smashing evil enemies then the DM is doing a poor job finding a position for your character. A dedicated Cleric is going to have more healing and buffs, and a dedicated Fighter is going to be more deadly in melee. After all, Paladins are mostly there to rally people together when dragons show up or the undead pour in. Chances are, if you aren't in an undead-heavy campaign (which relies entirely on your DM putting you there) then you're going to make a better fighter as a Fighter. And a better melee-healer as a Cleric. And better party support as a Cleric. And a better fighter as a Cleric (with self-buffs). ...I love 3.5e Clerics.
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Posted: Tue Jun 08, 2010 10:02 pm
Question:
I haven't played since 1998.
Why does everyone hate 4.0e?
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Posted: Tue Jun 08, 2010 10:07 pm
That's because Clerics are rigged.
However, Paladins have the power of badassery. With a Paladin you can actually charge... anything, without having to roll for fear or any of that nonsense. You also get immunity to disease ( I think ) and useful abilities like Lay On Hands. Smite is eh, but Detect Evil at will can be a lot of fun.
Mostly the class just has a fun value, because once you're a Paladin you can engage in any level of excessive absurdity as long as you're within your alignment. Like purging an entire continent in an Inquisition or crusade just because some evil urchin threw a rotten tomato at you.
Nightmare fuel for DMs.
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Posted: Tue Jun 08, 2010 10:08 pm
I've revised my opinion on 4e after the initial shock of "what the hell is this".
It's basically D&D Lite, since it removes a lot of the complexity, focuses entirely on the combat and not at all about using class abilities out of combat, changes multi-classing to borrowing some abilities from one class onto another, and basically just gives you HIGHER NUMBERS.
4e starts all stats at 10, has proficiency give a bonus rather than nonproficiency having a penalty, and gives you the higher of 2 different stats for your save bonuses. An extra 10+ hp at first level, max HP rolls, etc. Basically they removed all penalties and just made the bonuses bigger. You have very high numbers in 4e... but so do the monsters, because of that.
It's a game designed around throwing people into a combat situation rather than throwing them into a town. And I can understand that for people who just want to get to rolling the dice and slaying orcs and dragons.
It's just not my preference. I like redundant complexity.
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Posted: Tue Jun 08, 2010 10:10 pm
Ah.
It went from 'roleplay then some combat maybe'.
To 'Combat then some roleplay maybe.'
I gotcha ya.
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Posted: Tue Jun 08, 2010 10:11 pm
The game has ******** flashcards.
The End.
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Posted: Tue Jun 08, 2010 10:15 pm
Have you ever played a Paladin in D&D second edition Josh? Hell look at what they place for that in particular.
Ability Requirements: Strength 12 Constitution 9 Wisdom 13 Charisma 17 Prime Requisites: Strength, Charisma
[Bolded for benefits xD]
-A paladin has the following special benefits: -A paladin can detect the presence of evil intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters.
-A paladin receives a +2 bonus to all saving throws.
-A paladin is immune to all forms of disease. (Note that certain magical afflictions --lycanthropy and mummy rot --are curses and not diseases.)
-A paladin can heal by laying on hands. The paladin restores 2 hit points per experience level. He can heal himself or someone else, but only once per day.
-A paladin can cure diseases of all sorts (though not cursed afflictions such as lycanthropy). This can be done only once per week for each five levels of experience (once per week at levels 1 through 5, twice per week at levels 6 through 10, etc.).
-A paladin is surrounded by an aura of protection with a 10-foot radius. Within this radius, all summoned and specifically evil creatures suffer a -1 penalty to their attack rolls, regardless of whom they attack. Creatures affected by this aura can spot its source easily, even if the paladin is disguised. A paladin using a holy sword projects a circle of power 10 feet in diameter when the sword is unsheathed and held. This power dispels hostile magic of a level up to the paladin's experience level. (A holy sword is a very special weapon; if your paladin acquires one, the DM will explain its other powers.)
-A paladin gains the power to turn undead and fiends when he reaches 3rd level. He affects these monsters the same as does a cleric two levels lower--for example, at 3rd level he has the turning power of a 1st-level cleric. See the section on priests for more details on this ability.
-A paladin may call for his war horse upon reaching 4th level, or anytime thereafter. This faithful steed need not be a horse, A paladin's war horse is a very special animal, bonded by fate to the warrior. The paladin does not really "call" the animal, nor does the horse instantly appear in front of him. Rather, the character must find his war horse in some memorable way, most frequently by a specific quest.
-A paladin can cast priest spells once he reaches 9th level. He can cast only spells of the combat, divination, healing, and protective spheres. (Spheres are explained in the Priest section.) The acquisition and casting of these spells abide by the rules given for priests.
-A paladin must tithe to whatever charitable, religious institution of lawful good alignment he serves. A tithe is 10% of the paladin's income, whether coins, jewels, magical items, wages, rewards, or taxes. It must be paid immediately.
-A paladin does not attract a body of followers 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.
-A paladin may employ only lawful good henchmen (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.
Truthfully there alot perks/flaws of being one in 2nd edition. Regardless its my favorite and depending on the DM, Certain s**t might be allowed.
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Posted: Tue Jun 08, 2010 10:16 pm
Old Man KB However, Paladins have the power of badassery. With a Paladin you can actually charge... anything, without having to roll for fear or any of that nonsense. You also get immunity to disease ( I think ) and useful abilities like Lay On Hands. Smite is eh, but Detect Evil at will can be a lot of fun. Paladins have the power of high HP, high AC, high saves, and a lot of immunities. They basically get a 1/day full heal as a standard action if they want to use it that way, and can Turn pretty well on top of that. Smite is a very limited use ability... what you can use it on of course, but mostly because you only ever get up to 5/day and though the damage scales well if you stay Paladin forever, you're really going to be holding onto them for when you need a sure hit or to deal a lot of damage really fast. The bonus damage is really only on par with like a 1/day Flame Arrow spell though. KB Mostly the class just has a fun value, because once you're a Paladin you can engage in any level of excessive absurdity as long as you're within your alignment. Like purging an entire continent in an Inquisition or crusade just because some evil urchin threw a rotten tomato at you. Nightmare fuel for DMs. Not... really. You have to act within the code as well as acting within the Lawful Good alignment which, according to D&D rules, is pretty damn strict. It's not just an institution of men, it's something that the gods themselves are looking down upon you and determining. If you kick a street urchin in the face because her brother threw a tomato at you, you're in violation of lawful good.
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Posted: Tue Jun 08, 2010 10:21 pm
Granted, but evil is evil by the terms of BoVD dictates that if that urchin is of evil alignment you can butcher them. The only problem is if you decide that you're going to torture them. Otherwise, as long as you act within the laws you can execute whoever offends your moral code.
You can also petition to change the laws through your church, or other means. As long as you're following the laws of something, you can march against a target. If the laws of your faith command you for example and you make your way into foreign lands, you can disobey the laws they might have that infringe on your holy code.
Paladins are the heavy hands of justice and their gods, so really it depends on which god they venerate just how unforgiving they will be.
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Posted: Tue Jun 08, 2010 10:22 pm
In unrelated news, I'm still a legend on Tribes.
I logged into a server I haven't been on in two years, and once people knew who I was, everyone was like OLOLOL JOIN OUR CLAN, WE NEED YOU.
It feels good to be so ******** good at a game that they remember you two years after you quit... of course, it helps that I played since it came out. xD
also bed
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Posted: Tue Jun 08, 2010 10:22 pm
Savoki Sanoci Have you ever played a Paladin in D&D second edition Josh? Hell look at what they place for that in particular. Only in Baldur's Gate. Though most of it is the same (or similar enough) to the way that 3e handles it. Other than the Magic Circle Against Evil effect that is. And the stuff pertaining to the Holy Avenger sword (I have to call it that from playing all those games in which it is called that) isn't really about the paladin class, it's about items that only work for the paladin class.
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Posted: Tue Jun 08, 2010 10:24 pm
Mmf. I'll fix people in the morning.
-poofs-
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Posted: Tue Jun 08, 2010 10:26 pm
Rhoslyn Vernal It feels good to be so ******** good at a game that they remember you two years after you quit... of course, it helps that I played since it came out. xD That happened to me one time when I started playing FFXI again after being off it for a few years. Some of the random party members that I'd leveled with on the server still remembered me because apparently I'd made that much of an impression for the few hours they knew me.
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Posted: Tue Jun 08, 2010 10:30 pm
Played in Baldur's Gate, that setting to me is quite entertaining to be honest. Oh the painful memories the party I was with went through, like ambushing a merc group from a bar. Sadly they had two bruiser Bugbears with them, but surprise attacks with an Wild Mage who rolled well helped, especially the shank obsessed rogue.
Speaking of all this fun, if I ever make a tournament I want to have it where the roleplayers use 2nd edition to build a character and then fight in it. I doubt anyone would hold any interest, despite the fact would avoid dice for combat and HP xD.
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Posted: Tue Jun 08, 2010 10:31 pm
Wild Mages were hilarious. Turn people into chickens.
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