Please change power attack to allow for a variable value instead of all or nothing. Someone trained in the ability should be able to calculate how much they sacrifice to hit the object for how much harder they hit it. RWE (real world example... and yes i know D&D isnt real world but it clarifies my point :P ) : Chopping wood with an axe. I can easily swing with all my might and hit that wood as hard as i can with little to no acccuracy. I could also tap it with utmost percision with not near the same amount of power. OR i could use a good combination of both based upon experience, wood type, and desired cut. Not everyone can pick up an axe and find a good middle ground or be able to vary it based upon exactly what they need. It takes experience and practice (in D&D we just take a feat and it is expected that our characters have put in the required effort and training).
You guys have made good strides in improving the paladin from the previous release. I still would like to suggest that they have a better Will save progression. Heck a cleric gets a +2 to Fort and Will. Granted a cleric is more mental based, but a paladin is supposed to be a holy warrior; not just brawn but mental discipline as well. Please re-evaulate this. Thanks!
I would also like to voice my support of the following (in light that this book attempts to eliminate the need for prestige classes): 1. Paladins receive good Will saves in addition to Fort saves. They did this with the pious templar (3.5 paladin the way it should have been after 4th level) and i think it works well. 2. I really like the Smite Damage going to 1d6 and increasing at 5,10,15,20 (much like a rogue sneak attack progression). I also like it effecting Chaotic as well as Evil since a paladin alignment is opposite on both. Giving it the ability to be good & law aligned is also important. For instance i was playing ravenloft the other night and the paladin's smite attack does nothing special against undead with resistances even though it is granted by the paladin's god. I have to disagree with the idea of a paladin doing extra damage constantly to evil/law though. Otherwise what is the smite for? 3. Allow the weapon/mount time of use to be split up (see the disarming argument). If i was running a campaign with paladins in it, i would make my evil baddies disarm them all the time because in a world where that mechanic was in effect i would think evil forces would train their combatants to do that exact thing.
This is brilliant! BUMP! --------------------------------------------------------------------------- -----
Just make it cost a smite or turn undead use to activate beyond the standard once per day. --------------------------------------------------------------------------- -----
My god... What Bagoo2 said. That is the simplest and most logical way to do it. Limit to a minute and make every use after the first require a turn. K.I.S.S. --------------------------------------------------------------------------- -----
I would like to suggest re-evaluting the mechanics of power attack. As currently written, I think it would become a seldom chosen feat, not to mention one that hurts high BAB or high STR characters. In all my games I *rarely* see anyone full power attack. The option to choose the amount pulled from Attack and put into Damage is, I think, essential to the feat. I also havent seen this abused in the past so i dont necessarily know why it was changed. Anyways, thats my opinion. Thanks for reading! :) |
