• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 5E June 27 Q&A: Modular Features, Paladin Alignment and Legendary Creatures


log in or register to remove this ad

Alignment and skills are both things I'd rather not mess with in my own game. Keeping alignment detached from mechanics is a great step towards making it truly modular.
 

The Paladin was highly structure around alignment when it came to oaths, Cavaliers around lawful good, Wardens around lawful good\lawful neutral, and Blackguards around lawful evil/Lawful Neutral.

I wonder how they'll shift focus on the oaths themes. Maybe they'll focus on more contrete stuff like vices and virtues or more focuser ideals. I look forward to the next packet release.
 

It would be enough, if they spelled out, what the oath means. "Cavalier: Help the innocent, right wrongs, keep your word". Done.

This is actually independent of alignment. Even an evil person can act like that. It would probably be devilish about keeping the word and cruel in the wrong-righting, but that makes it even more interesting. On the other hand you could have a good hearted Blackguard, maybe like Razor on Green Lantern: TAS.
 


I guess I just never saw the alignment requirement for playing a paladin as a "mechanic" per se. To me, it was a defining feature of what the class itself; exemplars of the Lawful Good alignment is what paladins are. Mechanics are things that affect die rolls and numerical modifiers - paladins ceasing to be paladins if they violate their nature as paragons of Lawful Good is what happens if they act against their fundamental nature.
 

I guess I just never saw the alignment requirement for playing a paladin as a "mechanic" per se. To me, it was a defining feature of what the class itself; exemplars of the Lawful Good alignment is what paladins are. Mechanics are things that affect die rolls and numerical modifiers - paladins ceasing to be paladins if they violate their nature as paragons of Lawful Good is what happens if they act against their fundamental nature.
If certain actions cause you to lose your mechanical abilities, I don't see what the difference is.

-O
 

I find it weird that they want to allow evil Paladins, but their adventures strongly assume good-aligned PCs.

I guess that's why in the current play test they added lawful neutral to blackguards, to give antihero option instead of just a villian option.

I hope they keep the mounts, but introduce them sooner they were cool.
 

If certain actions cause you to lose your mechanical abilities, I don't see what the difference is.

But those actions are completely under the player's control (notwithstanding being compelled to do something against your will, in which case it's usually easier to atone for it), rather than being dependent on a mechanism or modifier.
 

But those actions are completely under the player's control (notwithstanding being compelled to do something against your will, in which case it's usually easier to atone for it), rather than being dependent on a mechanism or modifier.
My point is that wondering if it's a mechanic is a weird bit of navel-gazing with no discernible benefit.

-O
 

Into the Woods

Remove ads

Top