Let's un-brake the Paladin, shall we?


Homebrew and House Rules


So why did I write this? Well, yes I know, there are other threads about the god … sorry, the paladin in this forum. They have, however, grown quite lengthy, and with this I hope to produce a brief, concise suggestion as to how to make paladins more balanced. Oh, and I also just had to get this out. Sorry.

Basically, the (in)famous paladin can be built in a way that exploits 3 broken features in PF: Bows for paladins, Smite Evil and Manyshot (OOH so broken on its own, but that’s another story).

The solution:
Smite Evil should only be allowed on melee attacks (have paladins become arrow-shooting pansies now??). If Smite Evil only applies to melee attacks, the monsters would get a chance to hit the paladin, she couldn't get full attacks from round one, and she'd have to consider wearing some armour and have decent hit points. Just like oh I don’t know, a REAL paladin? (note: I'm fully aware that paladins - broken or balanced - are not real)

Consider this build:
* Paladin (obviously) with standard class features, no funny stuff
* Composite long bow (+2 or something, no big deal)
* Manyshot (and thus also Rapid Shot and Point Blank Shot)
* Litany of Righteousness
* Improved Initiative (because you're worth it, and it works well with high dex for bows)

Seems harmless enough, right?

Well, not exactly... Suppose that the paladin is lvl 11 and normally deals a lousy 1d8+5 dam with her bow. Now, that's hardly impressive... or is it? Let’s put her up against the usual big bad guy and his grunts:
* First off, she gets a full attack right from the first round when using a bow
* She strikes first because of her high dex (for the bow) and Improved Initiative
* She smites the biggest enemy in sight
* She (obviously) hits the target with all 4 attacks (using both Manyshot and Rapid Shot, of course), since the enemy is flat-footed and she adds her cha bonus to attacks (and she's hot)
* This means that she averages 102.5 dam in the first round: 5 arrows X (11 smite + 1d8+5).
* In the second round, Litany of Righteousness adds a little flavour
* She then (assuming only attacks 1, 2 & 3 hit) AVERAGES 164 dam: 4 arrows X (11 smite +1d8+5) X 2 for Litany…

In other words: After the 2nd round she's managed to average 266.5 points of damage NOT including crits. Ouch. And it gets better!

An evil outsider, dragon or undead (i.e. the majority of the big badies):
* 1st round: 2 arrows X (22 smite + 1d8+5) + 3 arrows X (11 smite + 1d8+5) = 124.5
* 2nd round: 2 arrows X (22 smite +1d8+5) X 2 + 2 arrows X (11 smite +1d8+5) X 2 = 230
* Total: 354.5. With no damage reduction. Bloody mental that is.

The two problems, as you can see, are full attacks galore and damage re-doubling, i.e. the "exponential explosion" (of the demon's spleen, I imagine).

With the above-mentioned solution, though, example one would then be (still just 1d8+5 but now in melee):
* 1 attack X (11 smite + 1d8+5) = 20.5
* 2 attacks X (11 smite + 1d8+5) X 2 Litany = 82
* Total: 102.5, which still borders insanity after a mere two rounds on lvl 11

And example two (outsider/dragon/undead):
* 1 attack X (22 smite + 1d8+5) = 31.5
* 2 attacks: (22 smite + 1d8+5 + 11 smite + 1d8+5) X 2 Litany = 104
* Total: 135.5, which will take out most of the things, you encounter on lvl 11

Yes, she does spend a 2nd lvl spell, but she can do that twice per day, AND she gets a hefty attack bonus, AND the opponent gets neither damage reduction nor saves.

So there you have it. Perhaps only brief by Varsuvius’ standards, so salutations to you for reading this far.

Some people will point out that if you (GM) send BIIIIG evilies at a paladin, you're asking for having them one-shot, and that the paladin just does, what she does. To those people I say: It's just not funny for EVERYONE else, when the paladin kills the big demon before ANYONE else gets to take a swing. And that includes the demon (this actually happened with a ranged paladin in our party). So yes, paladins may rightfully BE that powerful in your mind, but this a GAME, which means that it has to be fun for all.

Am I insane? (definitely) Did I miss something? (probably that too)
Comments are most welcome.


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Paladins are not significantly more broken than other martial ranged builds (see weapon training/weapon focus/weapon specialization with a fighter, favored enemy+instant enemy with a ranger, the whole gunsliger class, see cavilers/sam builds with ranged weapons, or the whole zen archer package). I am not surprised in the least.

Paladins are just really good at killing demons and evil dragons a few times a day. I am more than willing to live with that, especially considering that they have to be paragons of TRUE JUSTICE.


We 'fixed' the Paladin by doing a handful of simple things...

1) Took away the double damage bonus on initial Smites vs. select foes.

2) Made Lay on Hands a standard action across the board.

3) Removed the alignment restriction by making them beholden to their deities rather than alignment.

To make up for the first two and to more fully embrace the third we considered replacing Divine Bond with a Domain... but that didn't make the final cut.

Then of course, we scrapped it all and did something completely different that we liked better, but this seemed to address the many concerns some had.

It has to be said though, anyone worrying about Paladins should be spending their time on full casters first... otherwise you're just pissing into the wind.


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I fixed it by throwing it out.


I fail to see how paladins are broken at all. Their smite trick is 100% situational (if you enemies aren't evil, this may as well not even be an option). Also, without the fly speed that many evil creatures come equipped with, there's no reason a paladin SHOULDN'T be able to smite at range. Pathfinder did the right thing when they gave a buff to ranged combat, in my opinion. Aside from the alignment restriction, I see no problem with how it is written now.


@Coolheinze

Would you feel the Paladin is 'less broken' if it didn't have Litany of Righteousness? That spell seems to figure quite strongly in your argument.


Zhayne wrote:
I fixed it by throwing it out.

Ok, really, have you never heard of the middle ground?

But OT, this isn't too big of a deal. Honestly, I dislike the Smite Evil and Favored Enemies for one reason: situationality. If that's even a word.

Some tricks don't work in specific circumstances (enemy is invisible, enemy can teleport as a swift, it's underwater, whatever) whereas those only work in specific circumstances.

Otherwise, it's great.


DualJay wrote:
Zhayne wrote:
I fixed it by throwing it out.
Ok, really, have you never heard of the middle ground?

Yes, I have. Why do you ask?


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You know, if you un-brake the Paladin it's just gonna slide the rest of the way down the slippery slope it's on.

PS - I "unbroke" all of the core classes by completely remaking all of them.


I'm confused, I didn't know that paladin was broken.

Is an archer paladin any worse than an archer anything?

Paladins don't have any bonus feats so if you're gonna go archer good luck doing anything else. That tree has more taxes than Uncle Sam.


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Anyone who claims Paladins are broken has no clue about game balance. They are one of the most well balanced in the whole game, next to Bards, Inquisitors and Alchemists.

Archery is way overhyped in these boards.

Sovereign Court

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I thought archer paladins were nicely on par with archer rangers, zen monks and fighters?


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I fixed it by allowing it in its entirety.
If you allow full casting classes you shouldn't have a problem with allowing paladins. Yes, evil things they meet have an annoying (from the DM's POV) tendency to die hard and fast, paladins can tank decently because of LoH and their saves, good hp and armor.
And we all like it that way.
The entire point of the paladin class is to kill evil wherever it is found, so complaining that their class actually allows them to do this is beyond my understanding.

I love the paladin character type and I was so happy to get a paladin class that is actually awesome right out of the box. The paladin class was the single greatest fix PF made to 3.5, and kudos to the designers for that one.

And for the record I run a game with two paladins in it, one of which is an archer. Yes, evil things die hard. Yes, I have to run my evil creatures a bit smarter to compensate. Yes, I sometimes have to throw in a few extra evil creatures to make up for the vast amounts of damage being thrown around. But this just means my players get to feel really cool and that their characters are actually as awesome as they should be.


How is this different then say, a pouncing barbarian with 5 natural attacks, or a druid and animal companion that both pounce the enemy dealing like 10 natural attacks in the first turn? Why are we signling out the paladins ability to frontload tons of damage?

I mean granted that is ALOT of damage assuming everything hits (not a guarantee, but still very likely with the paladins high attack bonus). So why not address pieces of it instead of whole sale saying paladins cant be archers, which thematically is fairly dumb since there is a lawful good deity whose favored weapon is a longbow.

Take litany of rightouesness out of that equation, and those numbers actually look kind of pedestrian. Do that. Make litany of rightousness melee weapon damage only. Problem solved. Move on. No need to remove a concept of paladins that makes a ton of sense for you know, elves, and one of the core 20 deities.


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Coolheinze wrote:

Some people will point out that if you (GM) send BIIIIG evilies at a paladin, you're asking for having them one-shot, and that the paladin just does, what she does. To those people I say: It's just not funny for EVERYONE else, when the paladin kills the big demon before ANYONE else gets to take a swing. And that includes the demon (this actually happened with a ranged paladin in our party). So yes, paladins may rightfully BE that powerful in your mind, but this a GAME, which means that it has to be fun for all.

Am I insane? (definitely) Did I miss something? (probably that too)
Comments are most welcome.

I wanted to respond to this part seperately, because this is a perception issue and an encounter design issue.

Fact 1: Paladins are SUPPOSED to be good at taking down singular big bad evil guys, especially if they are part of team evil (undead, outsiders or dragons). This is their thing. This is what they are better at then every other class.

You should account for this in your adventure the same way you account for the fact that the bard is super good at diplomacy and bluff. If you put an encounter that is exclusively bypassed by a high bluff or diplomacy, and your bard is friggan awesome at those, thats his moment to shine, and you shouldnt be upset when he blows the dc's out of the water.

The problem ofcourse is that the game has a long history of parking ONE big bad guy in a square room and calling that an ecounter. Even paizo does this. Thats an aweful idea, and even more so when theres a paladin in the party.

You know what the solution to this is? Dont do that. Dont have ONE demon as the encounter. Have 4. Heck Have 15. Sure they wont all be AS powerful as if you just had one, but thats fine, that means everyone is going to get to do something, and the paladin takes on, maybe even wipes out one of the big scary looking ones. Ok, he gets his moment, but the fight's still on, and there are other demons to fight, and he's out of smites (assuming you did your job and didnt let him show up to the boss fight with a full compliment of reosources).

The paladin isnt the problem here. The idea of a singular big bad evil guy is. And its a problem that is an issue with all sort of classes. What if the cleric gets off a banishment on that demon. Or the wizard gets off a save or die spell? Same deal, monster one shoted, encounter over. Or heck, the barbarian or the druid/animal companion pounce smash it? Same deal. Having one big bad guy and calling that an encounter is always a bad idea in a game where action economy is important, and the party generally has 4-5 people in it.

Grand Lodge

Ascalaphus wrote:
I thought archer paladins were nicely on par with archer rangers, zen monks and fighters?

Not nearly. Compared to the Zen Monk, they're down right laughable (then again, so is everyone). Rangers aren't tied to a limited resource, and the archer fighter's tricks are consistent and available on demand. And if you throw tons of evil enemies on them during the day instead of restricting them as some suggest, then they've got to make decisions on who they smite. On the ones they don't smite, their damage is mediocre at best.


I don't see how a ranged focused Paladin can be any better than a raged focused Fighter. The Fighter gets more feats to support the build. The Paladin gets Smite Evil against a very limited number of foes (at max 7) per day.

Sure it will add the Paladins Cha to damage for each arrow, which easly is 20 extra damage in a full attack. That is: IF the Paladin got a nice CHA score, or else it's not much at all.

And that's less STR/DEX (damage with Adaptive or Composite Bow / chanse to hit) for the Paladin. While the Fighter just dumps CHA for higher STR/DEX and gets all the feats.
This results in the Paladin having less avg damage and less chanse to hit and will only excel against 1-7 foes each day. And judging by how long people play in a campaign, they won't even get over 5 enemies each day.

What would still make it worth doing is the spells.

Grand Lodge

Rub-Eta wrote:


Sure it will add the Paladins Cha to damage for each arrow, which easly is 20 extra damage in a full attack.

You mean level I take it?


LazarX wrote:
Rub-Eta wrote:


Sure it will add the Paladins Cha to damage for each arrow, which easly is 20 extra damage in a full attack.
You mean level I take it?

ugh, yes, so tired.... Cha only applies to hit chance.

However, I don't think it's the Paladin that is broken. I think it's the ranged feats that allow for 2 extra attacks, with full damage and full BAB and only -2 to hit chance. Not only a Paladin will break games with that.


Wiggz wrote:

We 'fixed' the Paladin by doing a handful of simple things...

1) Took away the double damage bonus on initial Smites vs. select foes.

2) Made Lay on Hands a standard action across the board.

3) Removed the alignment restriction by making them beholden to their deities rather than alignment.

To make up for the first two and to more fully embrace the third we considered replacing Divine Bond with a Domain... but that didn't make the final cut.

Then of course, we scrapped it all and did something completely different that we liked better, but this seemed to address the many concerns some had.

It has to be said though, anyone worrying about Paladins should be spending their time on full casters first... otherwise you're just pissing into the wind.

We made Lay on Hands only work on others, that way the Paladin would be the warrior with the hands of a healer. Not someone who heals himself in combat.


Zhayne wrote:
I fixed it by throwing it out.

Why did you throw it out?

Shadow Lodge

I've never noticed the paladin to be broken.

Spells, yes. Paladin, no.


I think I would fix it by stripping the alignment restriction and merging it with antipaladin the same way positive and negative energy clerics can be defined by the same class.

Because the alignment is the only real problem.

There are two long term viable martial classes: paladin/antipaladin and barbarian. Since barbarians are pretty strongly themed themselves and only long term viable if they're superstitious and either dwarves or humans it can only be beneficial to weaken the theming on the (anti)paladin to generic martial god botherer.


I like the Paladin being LG, I have nothing against classes for other alignments.


Arnwolf wrote:
Wiggz wrote:

We 'fixed' the Paladin by doing a handful of simple things...

1) Took away the double damage bonus on initial Smites vs. select foes.

2) Made Lay on Hands a standard action across the board.

3) Removed the alignment restriction by making them beholden to their deities rather than alignment.

To make up for the first two and to more fully embrace the third we considered replacing Divine Bond with a Domain... but that didn't make the final cut.

Then of course, we scrapped it all and did something completely different that we liked better, but this seemed to address the many concerns some had.

It has to be said though, anyone worrying about Paladins should be spending their time on full casters first... otherwise you're just pissing into the wind.

We made Lay on Hands only work on others, that way the Paladin would be the warrior with the hands of a healer. Not someone who heals himself in combat.

I've grown to see the swift-LoH as part of the paladin's overall ability to take a chance, to wade in where others aren't able to. The paladin doesn't get armor training as the fighter does, but they do get the ability to heal themselves and suffer blow after blow from evil, while staying on their feet.

The swift-LoH ties in with a number of spells and abilities that mean they're great at the "last minute save." They can swoop in and rescue someone just before that crippling blow, and so on. They can take on the damage or affliction, then heal themselves. They can change places, and suffer the monster's attack, while moving a friend to safety. This is heroic and fits with the theme of the class.

So I don't see the swift-LoH as an issue. I see it as fitting within the theme of the class.

Granted, a side issue is the demand by the party that the paladin be their full-time healer instead of using his or her blade. Ideally, these roles are spread out, where everyone shares some of the burden. Then, everyone gets in on some of the fun. There is no reason a ranger, druid, or inquisitor shouldn't be asked to prepare Cures, for example.

Mechanics shouldn't need changed to address this. Rather, the table should be addressed as a whole.

This may not be what you're doing. If not, I apologize. It just made me twitch somewhat, as I've run into similar issues in the past.

Grand Lodge

xavier c wrote:
Zhayne wrote:
I fixed it by throwing it out.
Why did you throw it out?

That's actually a pretty good approach. If there's any class that's going to bring out a table fight, it's the Paladin more likely than an assassin or necromancer. IF you have a group that tends to get argumentative. There are groups for whom the Paladin as is, works quite well. But it's not going to be everyone.

For it's replacement, I'd suggest Monte Cook's Champion class from Arcana Evolved.

Liberty's Edge

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Easiest way to solve this problem:

Cut the brake lines or puncture them for a small leak (harder to notice at first.) Don't forget to shred up the cable of the emergency brake- that's a rookie mistake.


Well, so much for keeping this topic brief... :o)

Thank you for all the comments - and in particular all the creative ideas! I appreciate the effort, and I've written my answers below.

First, allow me to emphasise:
To me, "balanced" means that the encounters last more than one round, and that it's not just a paladin showroom. Or any other broken class, for that matter. A "balanced system" is a system that doesn't need to be fixed and customised beyond recognition in order to work.
To me, "playing" means "to have fun", and if one of the players gets to do all the stuff during the encounters, then it's just not fun. Period. No matter how much you love the paladin and fantasise about invincible knights in shiny armour and think, it's not broken. It doesn't make it any more fun. The game is supposed to be fun, not to satisfy one particular party member's fetish for high numbers.

And I'm not just making this up. We've been playing Carrion Crown, and the sessions were notably more fun, when our paladin was absent. Which is a shame, 'cause he's really a nice chap, except he's one-shot'ing the badies, before the rest of us get to take a swing at them...

Answers:

@Excaliburproxy: Hello there, thanks for commenting!
Well, the fact that other classes are broken doesn't make it right that the paladin is. It just means that the problem is more widespread in a game system that claims to be well-balanced.
  Here's an real example (as real as a fantasy game gets, that is...): We met a bunch of foes including a huge demon, and we were in for a long, exciting encounter. Oh joy! First round: We moved into position (we saw the demon at some distance, so we had time to line up, while it was closing in), and our paladin readied a ranged attack at the demon. As soon as the demon moved within range, our paladin killed it outright. That was the encounter. The minions were relatively harmless - especially without their big brother. No challenge, no excitement, no fun.
  If you think, it's cool that a paladin gets to say big numbers and drain the thrill and excitement from the encounters - fine. And if that's the point of PF, then I guess, it's just not a game for me.

@Wiggz: Greetings!
Yes, the Litany of Righteousness is nuts, you're absolutely right. It may not seem overpowered at first glance, but if you combine it with the nigh-automatic-hit-and-bonus-damage from Smite, it just stacks insanely.

@Zhayne: Cheers!
Well... I suppose that's a solution... Maybe a bit harsh but then again, so's the paladin. ;o)

@alchemicGenius: Salutations, my fair lady! (Judging by the avatar)
I don't know, what campaigns you normally play, but I tell you - evil foes aren't exactly in short supply, so I fail to see that something, which applies in the majority of the encounters, is "absolutely situational".
  Moreover, why should flying enemies NOT be a problem to the paladin? Where is that written? Who says that the paladin cannot have ANY limitations at all? I'm not saying that they shouldn't be allowed to use ranged attacks, and if you throw in the Litany of Righteousness, you can wreak decent havoc even without SE.

@Simon Legrande: Greetings, good sir!
Hehe, well that should do it, though it's sad that it's necessary. ;o)

@Malwing: Ahoy!
I'm not saying that there are no other broken classes, let alone archers. And IMHO, Manyshot is the main reason for this (I can't really think of other feats that give you such a hefty damage bonus ATM, but I might be wrong). The problem with the paladin and archery is the combination of enormous attack bonus, enormous damage bonus (SE = no DR, remember?), stacking of various effects and full attacks in every round.
  FYI: You don't need a whole bunch of ranged feats. As in my example, 3 archery-specific feats is plenty. Moreover, if you go archer, you're pretty well covered in combat.

@Lemmy:

Quote:
Anyone who claims Paladins are broken has no clue about game balance.

 That remark is just out of line, and I think, my arguments overwhelmingly prove you wrong.

@Ascalaphus: Hello!
Again, other broken builds don't un-break the paladin. ;o) FYI: I play a two-handed fighter, and I generally deal less than one third of the damage of our paladin, despite any optimisation efforts. Not to say that another fighter build couldn't "out-dam" the paladin but still... And I'm not b*&%!ing about any "the paladin can't better than me"-nonsense. But the fact is that playing the Carrion Crown without encounters would have made alarmingly little difference because of the paladin.

@Bjørn Røyrvik: Cheers Sir Bjørn and thanks for the input!
You're proving my point. First of all, "playing smart" by the GM is really hard, when the paladin kills the monsters, before they can take any actions. Second, if you add enough hordes of evilness, then yes: You will inevitably be on par with X number of paladins. That's hardly surprising. But one big point of a well-balanced system is that the GM shouldn't have to redo the whole campaign, just because someone decides to play paladin.
  IMHO, an exciting encounter is when it's not easy-peasy, when you're actually in danger of loosing your character, unless you carefully choose your next move. If all you want is to say large numbers and see huge demons fall like flies, then you can just double all the player's HPs, give them a +20 attack bonus and +200 damage bonus. That should do the trick, but I fail to see the fun part of playing.

@Kolokotroni: Good day to you!
I really - REALLY like your posts. As I mentioned earlier, though, we played the Carrion Crown, and that's pretty much "one-big-badarse-with-his-mates"-galore.
I fully understand your arguments. But:
1) The archer-paladin can take out most evil monsters of his CR in the first round. That's not just good, that's insane, and it needs moderation.
2) I disagree on the bow. The paladin is brave and wants to meet evil face to face, so SE goes very well with idea of melee only.
3) Maybe I'm getting a bit too philosophical but IMO, two big bad guys would probably end up tearing each other apart, until one's left standing. Evil doesn't share power, you know. ;o) I like the idea of a demon horde, though... I'll just make a note of that.

Rub-Eta: Salutations!
1) 7 = AT LEAST once per encounter = not really a limitation, unless all encounters consist of many, equally-powered foes. Which they rarely do.
2) With lvl bonus to dam: At lvl 10, that's easily 40 dam - with no DR. And: If you don't have a high Cha, you don't become a paladin. Same, if you don't have a high Str, you don't become a fighter.
3) Fighters don't get to add two ability bonuses to the attack, so the attack bonus is a LOT more expensive to the fighter, when buying ability scores.
4) If they don't get more than 5 enemies per day, it means that they can smite them all. What's your point? Or am I missing something?
5) YES, it's (also) the ranged feats! Litany of R. too, but the ranged feats don't help. As many have pointed out, ranged classes tend to be over-powered.

@Arnwolf: Greetings!
Good point, though I don't find it intuitive that they can't heal themselves, but good point. Doesn't help the damage galore, though, and ranged paladins need far less healing.

@TOZ: Hello there!
True. Remove the spells, and we might have ourselves a nigh-decent class.

@Atarlost: Ahoy!
How will removing a restriction make the paladin any less broken? What did I miss?

@Stompy Rex: Cheers!
Excellent points. Slightly off topic, but excellent nonetheless.

@LazarX: Greetings!
Well, I can't say that my group never argues, but it's not bad. And the paladin really crippled the gameplay all the same. Which is why I wrote this post. “Surprise"... ;o)

-Coolheinze


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*break


Coolheinze wrote:

@Bjørn Røyrvik: Cheers Sir Bjørn and thanks for the input!

You're proving my point. First of all, "playing smart" by the GM is really hard, when the paladin kills the monsters, before they can take any actions. Second, if you add enough hordes of evilness, then yes: You will inevitably be on par with X number of paladins. That's hardly surprising. But one big point of a well-balanced system is that the GM shouldn't have to redo the whole campaign, just because someone decides to play paladin.
IMHO, an exciting encounter is when it's not easy-peasy, when you're actually in danger of loosing your character, unless you carefully choose your next move. If all you want is to say large numbers and see huge demons fall like flies, then you can just double all the player's HPs, give them a +20 attack bonus and +200 damage bonus. That should do the trick, but I fail to see the fun part of playing.

The point is that as a DM I'm ALWAYS building and adjusting encounters based on what the players bring to the table. My job is to make encoutners challenging, and since not every character is equal, not every challenge is equal for all groups. It doesn't matter if it's a paladin or not. Building encounters around paladins is a lot easier than around, say, a well-built cleric, druid or wizard.

In terms of pure damage, the magus in the group I run did way more damage than the paladins and wasn't limited to evil targets, was more flexible (spells rule; this is a well-established fact). So enemies I threw at the group had to have more HP or more bodies and more difficulties to make the challenge interesting. The magus had fewer hp and worse saves than a paladin, so encounters took that into consideration.
The cleric is a healbot so I have to do more damage and use more debuffs etc. to put the pressure on the PCs.
The sorcerer is a blaster with a nice set of utility and some control (again, more bodies and hp) but weak hp and saves.
All these things are elements I take into consideration when building encounters to challenge the PCs.

The paladin is really good at killing evil and anything requiring saves and soaking damage. It's not broken, it's not overpowered, it's good at what it's supposed to be good at.


@Bjørn
First off, you seem to be doing a terrific job at DM'ing! :o)

I agree, others can do more damage (don't mention the AOE!), and maybe it's just the Carrion Crown (any comments on that particular campaign?), but even though the remaining party is relatively optimised, we usually end up with WOOSH!!-the-paladin-ends-the-encounter-before-it-gets-started.

What's broken about the paladin isn't the fact that she kills "evilies" easily, it's the fact that she has such a bunch of aces up her sleeve, and that they stack and even multiply each other ridiculously. Moreover, what exactly is the paladin NOT good at? Except maybe a neutral swarm and disabling devices. But even out of combat, the paladin excels in conversations with the high Cha and "Honeyed Tongue" spell. A paladin-only party could actually work quite well.

I do not deny that other classes are broken too, never have. So let's assume that the paladin isn't broken: In that case, some classes are insanely weak, and the general encounter DC of PF is appallingly low. Most encounters in the Carrion Crown would need for the big evil guy to bring his (also) evil twin along. Then, I think, the encounters would actually match our party quite well, and that's just wrong. I am actually a bit shocked that the opponents generally have so few HP...

I thus still claim that the paladin is broken, and this is largely because of unrestricted doubling of doubling - in other words: Exponential growth, which quickly gets out of hand and will break any gaming system. Rid PF of this, and many broken classes will be fixed.

My deepest respect for your customisation of encounters. It seems to me that we're just not able to put that much effort into the game these days in our group. But with your (relatively) heavy modifications necessary, something seems to need some work.


To the OP:

My suggestion to you is:
- Make smite melee-only. This fits with the heroic theme of the class. Archery is really one of your mains issues, here, because it acts as a multiplier.

- Take a hard look at the Litany spells before letting them into your game. Let some of them in, but not others. Treat them, in other words, just like any other additional content permitted into a game. For example, would you allow unfettered access to Leadership or the spell, Paragon Surge? Some DMs may, some may not.

I suspect with those two fixes, you'll be much happier. As a benefit, you'll not end up rewriting the class...the more house rules you have for example, the harder it can get down the line, especially when niche questions come up, or new material is published.

Starting with these two adjustments, moreover, would let you test the waters and see if any further ones are needed for your group's play style.

The slower approach is always the stronger one, and thematic adjustments trump purely mechanical ones.

- S.R.

PS Do not take this as agreement of the view that the class is broken. Rather, it's a nod that it may not fit as well as-is within your table's playstyle. Also, added/new content can sometimes be problematic; DMs and groups should always review it before accepting it into a game.


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I agree, lets take the brakes off the Paladin and really ramp the class up into awesome. (Then we can do the same with the Fighter, Rogue, Baseline Monk, Ranger, and Barbarian, going for parity in distinct ways.)


As a final note:

It would be helpful if you shared the rules your paladin is using, as well as the sheets of other PCs. It may be that someone is interpreting some feats or so forth incorrectly. The forum could help you sort them out.

Forgive me if this incorrect; it's more that in my experience, many similar frustrations end up having this as a contributing factor, on top of a difference in playstyle.


Coolheinze wrote:


@Excaliburproxy: Hello there, thanks for commenting!
Well, the fact that other classes are broken doesn't make it right that the paladin is. It just means that the problem is more widespread in a game system that claims to be well-balanced.
  Here's an real example (as real as a fantasy game gets, that is...): We met a bunch of foes including a huge demon, and we were in for a long, exciting encounter. Oh joy! First round: We moved into position (we saw the demon at some distance, so we had time to line up, while it was closing in), and our paladin readied a ranged attack at the demon. As soon as the demon moved within range, our paladin killed it outright. That was the encounter. The minions were relatively harmless - especially without their big brother. No challenge, no excitement, no fun.
  If you think, it's cool...

Hey. Don't make every fight be against a Demon or evil Dragon. Paladins kill those. It is the thing that they do. In the old second edition players guide there is a paladin in hell. He is just there fighting demons. He is there fighting demons by himself because paladins can kill demons.

This is a thing that can be okay. It is what makes the Paladin feel powerful and special. Where other people cower in the face of Devils, he is defiant and victorious. If you are going to send most of an encounter's challenge in the form of one demon at the party then I don't even know what to tell you. Design your encounters differently. Without reading the whole thread: I am going to venture a guess and say that a lot of people have already given suggestions on designing challenging encounters for various party types (especially with a party with a Paladin).

As another note: who has been lying to you and saying that Pathfinder is balanced?


I fixed the paladin by building new custom non-paladin classes that were more like paladin. I got a samurai archer archetype called the yabusame whose primary special attack is very much like Smite. Like the paladin, its situational. I made this archer more palatible by limiting all the special archer features into standard actions. So if you want to use multi-shot, you can't do it using the classes special abilities - almost all of them require a level of concentration to make that one perfect shot each round. As soon as you try to shoot 2 arrows in the same round, none of its special abilities apply.

Actually most of my new class builds are more similar to ranger than paladin, except for the yabusame.


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Coolheinze wrote:

@Lemmy:

Quote:
Anyone who claims Paladins are broken has no clue about game balance.

That remark is just out of line, and I think, my arguments overwhelmingly prove you wrong.

And yet, Lemmy is still 100% right. I've yet to see any evidence that Paladins are overpowered, and I help my players optimize them for my games. As a GM, I'd definitely put them on the same level as Barbarians and Rangers.

Honestly, when I hear people go "Paladins = OP" or "the Paladin alignment stuff is to balanced their power", I just roll my eyes and shake my head.

The only thing I saw you point out is that Paladins are really good vs an enemy that has a specific sort of weakness/vulnerability. And one that was really optimized for pushing out as much direct damage at a single enemy as possible, who was burning daily resources like gasoline (litany of righteousness, smite evil, both of which are in fairly short supply).

Your breakdown of the mechanics likewise don't do much for actual play. You assume all attacks hit (which is a bad practice, even with a good Charisma modifier adding to hit), you assume that the Paladin is winning Initiative against a flat-footed foe (a big assumption given that Dexterity is generally not exceptionally high on a Paladin for most levels), the Paladin needs a solid clear shot to the enemy, nor did you mention feats that are near must-haves for a dedicated archer such as Precise Shot. At 11th level, you're looking at Point Blank Shot, Precise Shot, Rapid Shot, Manyshot, and Improved Initiative.

That's all of your feats up to 11th level. In taking these, you have given up Deadly Aim, Fey Foundling (which makes your Lay on Hands strong), Extra Mercy (for survival) or Extra Lay on Hands (for survival). There's a lot that you're giving up for what amounts to a fairly decent amount of burst damage a few times per day.

Meanwhile you're no stronger than you were at 1st level, relative to the enemies you're fighting. At 1st level, you could just shoot your damn bow and kill an enemy without smiting. If you did 6 damage on average with your bow at 1st level, you are probably going to kill something that is 1 step below your challenge rating, no resources expended. Heck, if you land Rapid Shot at 1st level, you can probably kill 2 enemies.

Meanwhile, at 11th level, you're complaining that the martial character, who is exceptionally specialized in it, who is eating her daily resources, all her feats, building specifically to be as strong an archer as she can, and devoting her spells to this, against an enemy who is apparently rendered defenseless by hypothetically losing initiative AND having a bad flat-footed AC, can drop a single enemy in 1 round of all-out attacking.

GEE WHIZ. What overwhelming power! We bow to your overwhelming knowledge of all things that is balance! Lemmy, Lemmy we were wrong! All fear the overpowered Paladin of overpoweredness that hails from Overpoweria! It's Paljiira!


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"If it ain't broke, don't fix it."


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A DPR-focused Paladin doing lots of damage against a single target while using Smite Evil and a spell is not proof of Paladins being broken. It's evidence that DPR-focused characters deal lots of damage against their prefered target, especially when burning resources to do so.


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Coolheinze wrote:

Rub-Eta: Salutations!

1) 7 = AT LEAST once per encounter = not really a limitation, unless all encounters consist of many, equally-powered foes. Which they rarely do.
2) With lvl bonus to dam: At lvl 10, that's easily 40 dam - with no DR. And: If you don't have a high Cha, you don't become a paladin. Same, if you don't have a high Str, you don't become a fighter.
3) Fighters don't get to add two ability bonuses to the attack, so the attack bonus is a LOT more expensive to the fighter, when buying ability scores.
4) If they don't get more than 5 enemies per day, it means that they can smite them all. What's your point? Or am I missing something?
5) YES, it's (also) the ranged feats! Litany of R. too, but the ranged feats don't help. As many have pointed out, ranged classes tend to be over-powered.

1) 7 per day is at level 19. 19, again, 19. Is killing 7 goons, 1 in 7 different encounters, a big deal? At level 19?

2) Afford that "high" Cha with a high Str and Dex. High =/= not a dump stat. You need all of it for it to work.
3) 20 point-buy: 16Str and 16Dex + racial for a fighter. 14Str, 16Dex and 14 Cha + racial for a paladin. Can also switch 16Dex to 14 for 16 Str or Cha. Such expensive? You are better of putting that 16 in Dex than Cha, since Dex also applies against enemies you don't smite.
4) 5 enemies is 1 encouter, usually you have 4 each day. You don't waste all your smites the first encounter unless you're told that this is the only combat encounter the entire day.
Just because you have 5 each day it doesn't mean you will use it 5 times each day. Not because you'll fight less than 5 evil enemies each day but because you want to conserve. If you blow your load you got NOTHING when the boss appears. It's not 5 each day, it's up to 5 each day.

And everytime it isn't 1 out of those 5, possible, times, your Cha and Paladin lvl won't matter but the Fighters supperior Str, Dex and number of feats will.
And if you play in a campaigne with only 5 enemies each day, why do you bother playing a combat focused character?

Sure you can do 200 damage or more against an enemy in two rounds, while expending spells and smite. You kill an enemy in two rounds. The extra damage above the goons hp limit will go to waste. And you can do that at max 5 times each day. And that's all you can do. However, you can still do some damage without smite or litany. But again, not as much as a Fighter. Not a Paladin problem.

Liberty's Edge

So, the problem with paladins is that they're good at dropping a single big, bad evil in one round. The "fix" then is easy: Throw multiple big, bad evils at the party. The paladin can drop one while the rest of the party takes on the others.

I don't know. I find these complaints that a class is "broken" because it's really good in particular instance rather tedious. It's like complaining that wizards are broken because they can incinerate an of the boss's minions with a single fireball or a rogue is broken because they can use sneak attack to do a crap ton of damage to a flanked enemy. Each class has something that it's particularly good at, but none of them are invincible in every situation.

Liberty's Edge

My Paladin Changes:

*Reverse the LoH action usage. Swift for healing allies. Standard for healing the paladin himself.

*Smite Evil needs to be gutted. It might have been weak in 3.5 but it's absurd now. Yes, the paladin should be good at fighting evil doers. No, that does not mean that the DM should have to make every major villain neutral. I don't have a good fix for this one.

*Make Divine Grace scale up to the paladin's charisma mod.


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There is no need to make villains neutral. There are many, many ways to avoid being killed by Paladins (or any other martial class, in fact). I can't compreheend how someone who can create literally any kind of enemy he can think of can't come up with challenges for Paladins. Don't your BBEGs use minions to block/surround the PCs and force them to spend resources?


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Coolheinze wrote:
Here's an real example (as real as a fantasy game gets, that is...): We met a bunch of foes including a huge demon, and we were in for a long, exciting encounter. Oh joy! First round: We moved into position (we saw the demon at some distance, so we had time to line up, while it was closing in), and our paladin readied a ranged attack at the demon. As soon as the demon moved within range, our paladin killed it outright. That was the encounter. The minions were relatively harmless - especially without their big brother. No challenge, no excitement, no fun.

Whoa, whoa, whoa, did you mean a legitimately huge demon, or were you just typing hyperbole? I mean, like a nalfeshnee huge? With a 23 INT and 22 WIS? Like the “a nalfeshnee's realm in the Abyss surpasses the strength and size of the largest of mortal kingdoms, for nalfeshnees display a singular gift for managing and ordering the chaos of the Abyss”?!?

The huge glabrezu is 16 INT & 16 WIS
The huge felius is 18 INT & 16 WIS
The huge choronzon (chaos) is 12 INT & 14 WIS (not genius like the others, but still better than average)
The huge shrroth (squid) demon is 14 IN 16 WIS
The huge vavakia is 18 INT & 21 WIS

I know I don't know which huge-sized demon it was, but my point is that even if it isn't the nalfeshnee (which I'll just use as an example), pretty much any huge-sized demon makes my point, which is this:

The demon just moved into range?!?
This is a very intelligent and very wise demon who should be fought as some sort of BBEG. The party has defeated the demon's minions and worked their way through its demense and finally confronts it in its lair. The demon should be well versed in the party's tactics.

The demon shouldn't have “moved into range.” The demon should have manifested its Unholy Nimbus (as a free action), waited a bit, then greater teleported (at will) right into the middle of the group right as the nauseating beams burst in a 60' radius (since teleporting would end the demon's turn there's a chance {WIL: 22} that some opponents will be dazed for d10 rounds).
Aside: with true seeing and a +31 perception, I'm not sure how the nalfeshnee wouldn't have known the group was there.

Or had some enslaved wizard cast, I dunno, protection from arrows on it.
Or displacement.
Or mirror image.
Or greater invisibility.
Or stoneskin
Or all five.

My point is this, and, yeah, I'll say it, “The paladin isn't broken . . . your DM is.”


Pathfinder is based on the assumption that folks like Heracles and Cu Chulainn are somewhere around 10th level. It's a superhero game with a fantasy setting. That's neither good nor bad, but it can appear ridiculously broken to somebody who was expecting to find characters and challenges more like those in most fantasy fiction.

If you want to create real challenges for a PF party, borrow ideas from superhero gaming. For example:

1) Make the first encounters against minions. Lots of minions. They go down easily, but they soak up resources. Mid-level PCs can fight their way through a battalion of orcs, so make them do it.

2) Traps. Again, forcing the party to expend more resources.

3) Hand-picked opponents. In the superhero genre, groups of villains always seem to have at least one member who is especially challenging for one member of the hero team. Do the same thing. A smart evil overlord will try to form a team that counters the known abilities of the heroes. (Of course, the PCs can try to swap opponents, if they think of it.)

4) Time is not on their side. All of the techniques for wearing down a party are only effective if they can't stop and rest. So when they're trying to fight their way to the evil overlord's throne room, make sure they know that at the stroke of midnight he'll complete his summoning spell, allowing Nyarlo-thulu the Unspeakable to come through and destroy the world.

5) Have things even the PCs can't fight. Make sure the PCs know that even the gods are afraid of Nyarlo-thulu the Unspeakable, and their only chance is to stop him from being summoned.

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