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My Paladin killed a child molester (and now my DM wants to take away my powers!)
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<blockquote data-quote="d4" data-source="post: 1564529" data-attributes="member: 12699"><p>true, which is where those blackguards come from. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>as long as the paladin keeps making judgments that match those of his god's, he keeps his powers.</p><p></p><p></p><p>the difference in a D&D world is that here the religious authority can <em>prove</em> via divine magic that they really are working the will of God.</p><p></p><p>kill a priest in the "real" world and perhaps you can get away with it. kill a cleric in a D&D world and you'll have a hound archon chasing you down.</p><p></p><p>by virtue of their magical power, i see religious authority trumping purely secular authority.</p><p></p><p></p><p>of course i was being a bit snarky there. if the city militia weren't immediately familiar with the paladin, they'd probably want confirmation from the local church that this man was indeed a paladin. which would be simple enough to check given the divine powers of clerics.</p><p></p><p></p><p>well, in my last D&D campaign, there was only one god who allowed paladins. (and, for what it's worth, he was LN -- so violence was definitely considered a reasonable course of action for dealing with most violators of the law.)</p><p></p><p></p><p>of course not! these are all decisions that each GM must make for himself. i was just explaining how i run things. feel free to disagree. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="d4, post: 1564529, member: 12699"] true, which is where those blackguards come from. ;) as long as the paladin keeps making judgments that match those of his god's, he keeps his powers. the difference in a D&D world is that here the religious authority can [i]prove[/i] via divine magic that they really are working the will of God. kill a priest in the "real" world and perhaps you can get away with it. kill a cleric in a D&D world and you'll have a hound archon chasing you down. by virtue of their magical power, i see religious authority trumping purely secular authority. of course i was being a bit snarky there. if the city militia weren't immediately familiar with the paladin, they'd probably want confirmation from the local church that this man was indeed a paladin. which would be simple enough to check given the divine powers of clerics. well, in my last D&D campaign, there was only one god who allowed paladins. (and, for what it's worth, he was LN -- so violence was definitely considered a reasonable course of action for dealing with most violators of the law.) of course not! these are all decisions that each GM must make for himself. i was just explaining how i run things. feel free to disagree. :) [/QUOTE]
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