Turn based cultists really should question their faith. Turns were fine for retro gaming and for when computers had the raw processing power of an American Christian, but it's no longer necessary or desirable. RPGs are about much more than slow ponderous gameplay. Tactical?
I hit the orc! I'm sorry for those of you bound in your wheelchairs punching your keyboard with a mouth straw, but there is no turn based tactic that cannot be achieved with modern internet speeds and hotkeys. Heaven forbid that bloody rampaging ogre carnage should be exciting-
I'm yet to play
Mount and Blade Warband but its combat looks a lot more fun than Pool of Radiance's. Why can't RPGs have exciting combat along with interesting fantasy worlds, great storylines, and meaningful player choices that reveal character and alignment? Blasphemy of blasphemies, Turn based was never that good. It was the adventure and RP that I played it for, not the shitty mechanic. Why do people worship it? Fallout 3 was bad, but only for the writing. Creeping along a ridge, sniping stray dogs for meat in a radiated wasteland was incredibly immersive and 1000 times better than its predecessors. The game only fell apart when you spoke to someone.
Pablosdog said:
No, Paladins also function as party diplomats; they use melee skills combined with limited spellcasting. ... - AND in what's actually important; Role-playing. Paladins are zealous holy warriors-... and are usually restricted in alignment. They are also usually the forefront in undead-slaying, -... etc
Why is any of this important in a Roleplaying Game?
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Party diplomat = Make a high charisma Fighter ('oh no! he won't be min maxed then!')
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Undead slayer = Buy a silver sword and drape yourself in garlic. Pick a suitable feat.
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Deeply religious twat = ROLEPLAY IT
I'm aware of what a Paladin is, and it's just a flavour of Fighter. They haven't included Myrmidon, Gladiator, Mensur, or Gloucestershire Local Pub Darts Champion but choosing a Fighter class certainly allows all of these. Why is Paladin special? You could add special magical powers to any primary meatshield. Historically, it's not as if Paladins could invoke any divine abilities, apart from
Talk To One's Self and
Butcher A Nonhostile Unequipped Civilian Population. (alignment restriction, yup.. sure.)
I'm not against making new Classes, but until the game creates a significantly different playstyle to Tank, Stealth, Buffer, Area Damage, it's all unnecessary. In Pen and Paper games I've found that when players are permitted more classes they play bland stereotypes of that class;
Yarr, I'm a Pirate. But when given only four base classes they create great diversification of character to separate them from others. The game just needs to encourage that by not making it mandatory for all Fighters to have EXACTLY the same stats or risk obsolescence. Intelligence, Wisdom, and Charisma need to have worthwhile benefits for the average Fighter to encourage them to use all their stats and diversify, and not max out STR and CON.