I just watch Nerdemerision video on the 8ath of Glory Paladin and he pointed out that Aura of Alacrity ad level 18 extend from 5 ft to 10 ft which seem like a bug since aura normally are 10 ft ad the start and then ad level 18 as a base feature extend to 30 ft.
This is a WotC balance issue, not a Beyond problem. The Aura of Alacrity is an absolutely terrible joke of an aura - possibly the worst in the entire game, and it literally doesn't do what the fluff says it does (i.e. let a group of warriors move across a battlefield together quickly), because not only does it have literally no radius (so doesn't work on anyone but you) until L18, but it is "if a creature starts it's turn..." feature, so if you are anything but dead last in initiative, you can't help people get across the battlefield.
It's a really, really, remarkably bad design. But it's not Beyond's fault - it's WotC's.
It has a 5.ft radius when you initially get the ability (which means all creatures adjacent to you) which then increases to 10 ft. at level 18
it is "if a creature starts it's turn..." feature, so if you are anything but dead last in initiative, you can't help people get across the battlefield.
You can use the Ready action to synchronise movement across the battlefield, which actually reinforces the narrative of 'moving in formation'.
It has a 5.ft radius when you initially get the ability (which means all creatures adjacent to you) which then increases to 10 ft. at level 18
it is "if a creature starts it's turn..." feature, so if you are anything but dead last in initiative, you can't help people get across the battlefield.
You can use the Ready action to synchronise movement across the battlefield, which actually reinforces the narrative of 'moving in formation'.
Mine was showing with no radius yesterday, but that seems to be corrected to 5ft today, so that's better at least.
Your other suggestion doesn't make any real mechanical sense, that I can see, though. It remains crippled by the fact that PCs have to start their turn in your tiny 5ft aura, to gain 10ft of movement (realistically, they will almost certainly have to waste movement to get into your aura, either moving closer to you, or stopping movement sooner to do so). If you use the "Ready" action, presumably you're suggesting that the Paladin uses his Action (so no attacks, spells or the like in that round for the Paladin, and not even opportunity attacks, as he has to hold on to his Reaction), to "Ready", with the condition being "I move after the other PCs who were in my aura have had their goes"? Is that correct? That's the most rational understanding I could come up with.
In that case, after the other PCs have had normal goes with +10ft of movement (which is not a major bonus), you get to move your movement. And to do this, you had to waste both your Action, and your Reaction. To give what, probably two other PCs 10ft of movement each? Do you really think that's a good design?
You could say "Oh well if they take the Dash action they gain 20ft of movement in total!" and that's true. But you can't keep up with them, because the Ready action explicitly prevents you - you can only move up to your normal move with Ready. So the next round they can't possibly benefit from this - and again, that took you wasting your Action and Reaction to do this.
As I said, it's extremely badly designed, like most of the features of the Glory Paladin, which is one of the worst Paladin subclasses, mechanically, at this point.
It seems inexplicable that they didn't give it a 10ft then 30ft radius to me, because even that wouldn't be very strong compared to the Auras of other Paladin subclasses (like resistance to all magical damage from the Ancients Paladin), and the other features of Glory aren't making up for it, nor is it's spell selection.
I just watch Nerdemerision video on the 8ath of Glory Paladin and he pointed out that Aura of Alacrity ad level 18 extend from 5 ft to 10 ft which seem like a bug since aura normally are 10 ft ad the start and then ad level 18 as a base feature extend to 30 ft.
It could simply be that the designed the Aura of Alacrity to work differently due to the effect it has
Find my D&D Beyond articles here
This is a WotC balance issue, not a Beyond problem. The Aura of Alacrity is an absolutely terrible joke of an aura - possibly the worst in the entire game, and it literally doesn't do what the fluff says it does (i.e. let a group of warriors move across a battlefield together quickly), because not only does it have literally no radius (so doesn't work on anyone but you) until L18, but it is "if a creature starts it's turn..." feature, so if you are anything but dead last in initiative, you can't help people get across the battlefield.
It's a really, really, remarkably bad design. But it's not Beyond's fault - it's WotC's.
It has a 5.ft radius when you initially get the ability (which means all creatures adjacent to you) which then increases to 10 ft. at level 18
You can use the Ready action to synchronise movement across the battlefield, which actually reinforces the narrative of 'moving in formation'.
Find my D&D Beyond articles here
Mine was showing with no radius yesterday, but that seems to be corrected to 5ft today, so that's better at least.
Your other suggestion doesn't make any real mechanical sense, that I can see, though. It remains crippled by the fact that PCs have to start their turn in your tiny 5ft aura, to gain 10ft of movement (realistically, they will almost certainly have to waste movement to get into your aura, either moving closer to you, or stopping movement sooner to do so). If you use the "Ready" action, presumably you're suggesting that the Paladin uses his Action (so no attacks, spells or the like in that round for the Paladin, and not even opportunity attacks, as he has to hold on to his Reaction), to "Ready", with the condition being "I move after the other PCs who were in my aura have had their goes"? Is that correct? That's the most rational understanding I could come up with.
In that case, after the other PCs have had normal goes with +10ft of movement (which is not a major bonus), you get to move your movement. And to do this, you had to waste both your Action, and your Reaction. To give what, probably two other PCs 10ft of movement each? Do you really think that's a good design?
You could say "Oh well if they take the Dash action they gain 20ft of movement in total!" and that's true. But you can't keep up with them, because the Ready action explicitly prevents you - you can only move up to your normal move with Ready. So the next round they can't possibly benefit from this - and again, that took you wasting your Action and Reaction to do this.
As I said, it's extremely badly designed, like most of the features of the Glory Paladin, which is one of the worst Paladin subclasses, mechanically, at this point.
It seems inexplicable that they didn't give it a 10ft then 30ft radius to me, because even that wouldn't be very strong compared to the Auras of other Paladin subclasses (like resistance to all magical damage from the Ancients Paladin), and the other features of Glory aren't making up for it, nor is it's spell selection.