As a Paladin main player I will out right say this is ridiculous. This homebrew rule is ******ed beyond scale it makes essentially a lame duck Paladin OP.
Yes I'm saying it this Paladins stats are absolute garbage if he knew what he was doing he should have far better stats using point buy. Hell my current AL paladin has a 15str 8 dex 16con 8 int 8 wis and 17 chr as an Assimar. A ring of protection would negate all the negatives to saving throws. The things pushing him over the edge are these hombrew items and the wand of healing. I could say more on this knowing the full item list. I'm assuming plate and shield to get to 20 AC?
This all said monks do not perform well against high AC enemies. It's their down side. Furthermore you're also going against the most mobile paladin oath in the game. Even without the hombrew it be a super hard fight for you.
Wow there skip, slow down just a bit if you would. I appreciate your passion in offering your opinion as to the unfairness of the situation but as I've said before, our party is new to D&D (except the DM) and the paladin and myself both used the point buy system. Not knowing any different when we built our characters we thought we shouldn't really have any ability scores with a negative modifier. We both wish we would have known better, maybe even rolled for stats, but all we were basically left to ourselves building characters and backstories. Either way our stats are mostly on par so the relevance of the point is moot. This was in part because we started as a group of 8 people that created characters with a different DM, and our current DM came in because 1. he was more experienced, and 2. we were splitting the party into a good aligned party and an evil aligned party after the initial dungeon crawl. The wand of healing was never used in our pvp sessions, so again, that's a bit of a moot point as well. However, I agree with the ideas and arguements in this thread that the homebrew rule seems to be quite imbalanced and, should I ever DM a game, have learned the valuable lesson of how homebrew rules like this can quickly empower certain players.
My monk didn't seem to fair any worse against high AC enemies compared to other party members, he just did less damage. Which in my ignorance on what monks excel at I thought he should be doing. Once I took the mobile feat and started focusing on mobility, control, and the softer targets like magic users he became a lot more useful and fun to play.
Again, thank you to everyone for your input and perspectives on this, it has helped me grow my understanding of the game. Please remember that it is a game, and sometimes we all get rules wrong, forget a spell exists, or that we have a certain item that would have been clutch in a battle. **it happens, that's why D&D is a great game in that it mimics real life in a fantasy world we all create and get to play in.
Paladins don't get CON as a save proficiency, so they should still need to roll an 11 or 12 to save. All you need to land is one stunning strike and you'll be well ahead. Also, did I miss where you said what kind of Monk subclass you are? That would be helpful information.
Aura of protection.... paladins typically have a + save mod for every stat. Period.
a friend of mine and I always do theory crafting on this... but “typically”, usually, standard rules, similar levels, similar generic EQ, similar magic items, etc.
At a certain level: typically, the only thing that can kill a paladin is another paladin. In PvP.
part of it is hold person is broken for PvP. And a lot of paladins get it, even if they don’t need it.
another thing is paladins can smite when they want, and few classes can take enough smites.
paladins can heal themselves. Their aura of protection makes save throw based spells less effective. Their high AC males attack based stuff less effective. Etc etc.
It’s just something about 5e.
you have to go full power gamer builds, to beat just generic run of mill Paladins in some cases.
forget it if someone power builds their paladin.
but again, this is typically. It’s not 100%. It’s just typically, more often than not.
best way to kill a paladin: while he’s sleeping.
edit: they don’t have aura of protection while asleep, and don’t sleep in heavy armor.
Wow there skip, slow down just a bit if you would. I appreciate your passion in offering your opinion as to the unfairness of the situation but as I've said before, our party is new to D&D (except the DM) and the paladin and myself both used the point buy system. Not knowing any different when we built our characters we thought we shouldn't really have any ability scores with a negative modifier. We both wish we would have known better, maybe even rolled for stats, but all we were basically left to ourselves building characters and backstories. Either way our stats are mostly on par so the relevance of the point is moot. This was in part because we started as a group of 8 people that created characters with a different DM, and our current DM came in because 1. he was more experienced, and 2. we were splitting the party into a good aligned party and an evil aligned party after the initial dungeon crawl. The wand of healing was never used in our pvp sessions, so again, that's a bit of a moot point as well. However, I agree with the ideas and arguements in this thread that the homebrew rule seems to be quite imbalanced and, should I ever DM a game, have learned the valuable lesson of how homebrew rules like this can quickly empower certain players.
My monk didn't seem to fair any worse against high AC enemies compared to other party members, he just did less damage. Which in my ignorance on what monks excel at I thought he should be doing. Once I took the mobile feat and started focusing on mobility, control, and the softer targets like magic users he became a lot more useful and fun to play.
Again, thank you to everyone for your input and perspectives on this, it has helped me grow my understanding of the game. Please remember that it is a game, and sometimes we all get rules wrong, forget a spell exists, or that we have a certain item that would have been clutch in a battle. **it happens, that's why D&D is a great game in that it mimics real life in a fantasy world we all create and get to play in.
Aura of protection.... paladins typically have a + save mod for every stat. Period.
Blank
That said....
a friend of mine and I always do theory crafting on this... but “typically”, usually, standard rules, similar levels, similar generic EQ, similar magic items, etc.
At a certain level: typically, the only thing that can kill a paladin is another paladin. In PvP.
part of it is hold person is broken for PvP. And a lot of paladins get it, even if they don’t need it.
another thing is paladins can smite when they want, and few classes can take enough smites.
paladins can heal themselves. Their aura of protection makes save throw based spells less effective. Their high AC males attack based stuff less effective. Etc etc.
It’s just something about 5e.
you have to go full power gamer builds, to beat just generic run of mill Paladins in some cases.
forget it if someone power builds their paladin.
but again, this is typically. It’s not 100%. It’s just typically, more often than not.
best way to kill a paladin: while he’s sleeping.
edit: they don’t have aura of protection while asleep, and don’t sleep in heavy armor.
Blank