Regarding the purpose and design process, and to peel back the curtain a little (and to try and get this back on topic)-
Pick any PC available ability. Any given single skill is obtainable by 8th level for the class it is intended for. With the current 7 class system, nearly half of the game (and exactly half if you don't count Artisan) has that skill "in class". There is very little to statistically differentiate characters that stay approximately with class (yes, he might have a wider base on his column and a few less up top, she might have her disarms but no shatters, etc), and limited specific "build towards" milestones that are not "more of what you already have (9th #6, dodge #8).
This logic is why things like Eviscerate, Terminate, and High Magic were added, and to a point, they filled that gap; but without a mutual exclusivity or a higher degree of specialization, they eventually just became "one more thing everyone else can do."
The Paragon concept started as a "one skill for early 20's characters to specialize" concept and grew from there. A statistical goal to work towards through growth, and designed around common character archetypes and genre staples. After discussion, the idea or opening it up to staggered progression appealed to most participating in the conversation. Frankly, for those talking about "high level bloat", I seriously encourage you to look at the first level or two of each path; almost all of which have something character defining.
It should come as no surprise that there are three for each class (if you break scholar and templar into their E/C/G categories, the same wasn't done for Adept because playstyle tends to not shift substantially by spell school).
Each path has a number of abilities that are not replicated anywhere else in the system by design. Within their niche, a Paragon path should make someone (even someone still progressing and not yet completed it) better in that niche than someone of a different, or even no, path; even someone higher level.
Consider going on a module where you know you'll be dealing with elemental- setting aside things like friendships, items, and player skill; there are things that an Elementalist (even a lower tier one) brings to that encounter that no other scholar could match. The enemy general offers single combat to the PC's champion? Sure, it could just be the highest level fighter available, or it could be a mid-level duelist waiting to make her mark...
These are intended as capstone abilities, not so much by class, but by concept; ways to differentiate characters from one another and give characters ways to specialize that don't currently exist in our system.
Pick any PC available ability. Any given single skill is obtainable by 8th level for the class it is intended for. With the current 7 class system, nearly half of the game (and exactly half if you don't count Artisan) has that skill "in class". There is very little to statistically differentiate characters that stay approximately with class (yes, he might have a wider base on his column and a few less up top, she might have her disarms but no shatters, etc), and limited specific "build towards" milestones that are not "more of what you already have (9th #6, dodge #8).
This logic is why things like Eviscerate, Terminate, and High Magic were added, and to a point, they filled that gap; but without a mutual exclusivity or a higher degree of specialization, they eventually just became "one more thing everyone else can do."
The Paragon concept started as a "one skill for early 20's characters to specialize" concept and grew from there. A statistical goal to work towards through growth, and designed around common character archetypes and genre staples. After discussion, the idea or opening it up to staggered progression appealed to most participating in the conversation. Frankly, for those talking about "high level bloat", I seriously encourage you to look at the first level or two of each path; almost all of which have something character defining.
It should come as no surprise that there are three for each class (if you break scholar and templar into their E/C/G categories, the same wasn't done for Adept because playstyle tends to not shift substantially by spell school).
Each path has a number of abilities that are not replicated anywhere else in the system by design. Within their niche, a Paragon path should make someone (even someone still progressing and not yet completed it) better in that niche than someone of a different, or even no, path; even someone higher level.
Consider going on a module where you know you'll be dealing with elemental- setting aside things like friendships, items, and player skill; there are things that an Elementalist (even a lower tier one) brings to that encounter that no other scholar could match. The enemy general offers single combat to the PC's champion? Sure, it could just be the highest level fighter available, or it could be a mid-level duelist waiting to make her mark...
These are intended as capstone abilities, not so much by class, but by concept; ways to differentiate characters from one another and give characters ways to specialize that don't currently exist in our system.