AlecStorm |
Big enemies should use combat manouvers, like grapple, disarm, or sunder.
Then think about flying, invisibility, etc. Paladin got buffs, but dragon can also cast spells.
Vampire can simple go away.
Etc.
I don't see so much power in smite evil. Ok, you become very dangerous, but if you consider a 10th level character, a paladin could do +10 dmg per hit, a warrior with weapon specialization +4 (but always). A difference of 6 damage is not so much, and warrior usually have an higher strenght (not mandatory, but this can easily happen since he can focus more).
At low levels bypassing DR is good, but when fighter got his big weapons this is not a great problem.
I think that the real problem could be ranged feats (too much full bonus attacks, you can use a shield, full attack from the first round, etc).
I don't use manyshots in my games, but you can also decide that smite evil, inquisitor's bane, etc work half on ranged attacks.
nogoodscallywag |
I played a Paladin for the first time this past weekend. I have never DMed one, either, so this was my first experience.
I don't think Paladins are overpowered. They seem to fit a niche vs. evil. If the challenges and monsters aren't evil, all the Paladin is then is a glorified fighter without the power of the fighter.
But when an evil creature is involved, the Paladin excels. Niche characters seem to be overpowered, in my opinion, because some DMs or adventures don't challenge the party in other ways.
The smite evil only has so many uses per day. My first level Paladin had only one use per day. A one use per day ability is not overpowered. I saved it for the boss, and took damage from all other monsters while doing so. When I confronted the boss, another colleague and I dispatched him, but I was still nearly killed despite my bonus of 4 to AC and attacks. Once the boss went down, my paladin once again became a glorified fighter.