In real life, people break oaths because keeping to them is demanding.the Oaths need repercussions for acting contrary to your Oath.
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It's not so much a power balancing mechanic as a roleplay enhancing one
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Lots of interesting characters are possible, and they all depend on Oaths being taken and not broken. Take your Oath seriously, no matter what it may be, it needn't be alignment based but a LG paladin of justice should exist, and lose his powers (even temporarily) if he breaks his Oath.
They need to add optional rules for that, to make the entire purpose of the class make sense again. Right now the class makes no sense, because Oaths are often merely treated as fluff to gain tha goodiez you want for your murder hobo du jour.
It sounds like there are some people saying "Paladins need special rules to cover their allegiance to their god/faith/order." Do these people feel the same way about Clerics? I'd be interested to know why or why not.
What are you saying the player is not entitled to? Are you saying that s/he is not entitled to play the character or class that s/he wants to?The whole idea of "no take backsies" screams player entitlement to me.
This is confused. If the player is declaring actions, the GM and probably the other players will know. And they can ask the player what his/her conception is of how those actions conform to the requirements of the oath.And an intelligent player can easily hide his misdeeds from the public view or scrunity (who will tell on him from the depths of the dungeon? Probably not his teammates, who aren't under any oath).
I don't understand why a special solution is needed.Whatever the solution is to a paladin acting poorly, it can't be "do nothing".
Again, I don't see why a paladin is any different from a cleric or druid. Or, for that matter, any different from a rogue who is a devout worshipper of a god and claims to act in that god's name.Oaths aren't pillow talk. They are serious business, from serious powers (what's more serious than a God in D&D? The DM only, and those are effectively the same thing anyway).
This seems to me to be indicative of the causes of the problems you're experiencing. Why is the GM framing a game in which the only, or best, way for the paladin to get magic arms and armour is by tomb robbery?If the paladin is off on his own, and goes to loot the tomb of the fallen king for his magic armor or sword, and he comes back to his group and says it was handed to him by his God, who is to deny him?
Are you talking about punishing the PC or the player? Points (2) and (3) make it sound like you're talking about punishing the player.This approach seems problematic, IMO, for a couple of reasons...
1. The DM is suddenly a bully for bringing the full forces of a god's followers down on the player/PC's head... with a more than likely result of the PC (and his comrades) death.
2. The DM has to artificially regulate the amount of force he throws at the offending paladin (make it level appropriate) and thus the threat is not taken seriously since it is just an annoyance which would in theory just lead to more oath-breaking hijinks... why shouldn't he, the god or organization he pledged to isn't even strong enough to punish him...
3. It serves as a reward for the offending paladin's player by making a large chunk of the campaign now center around his crimes and his character.
In AD&D (Gygax's version) a cleric is as reliant on his/her god as is a paladin. And there are strict rules about clerics having to abide by their alignment or lose their spell abilities (and if they change god more than once, they are instantly killed: DMG p 39).Sure, but there was a time (back in the good old 2E days) when a paladin's power came not from faith, but from true commitment to the code, and that's why he was not allowed to fail. Probably this is the reason why people are more vigilant of paladins than any other class with a code of conduct.
I think you have misdescribed what people want. You are confusing a "divine caster" who is "morally bound" with the mechanical element "is a character whose aspect to mechanical class features is subject to GM override". The first of these is a story element. The second is a rules/mechanical element. You don't need the second to have the first - and I know this from experience, because I have been GMing RPGs which have one but not the other for around 25 years.some of the opinions in this thread clearly show that people don't want divine casters, they want white mages, which I think is ok, but kind of misses the point of playing a divine-related character to me.
If you don't want your powers to be related to some form of behavior, you should be playing classes that are not morally bound in any way, like almost every other class in the game.
In real life, people break oaths because keeping to them is demanding.
But it is not demanding for a player to keep his/her PC to an oath, because in the context of an RPG it is no more demanding to declare action X for my PC than to declare action Y.
So why are the players in your games not playing their PCs as keeping to their oaths?
What difference?Woosh, that's the sound of a crucial difference flying right over your head.
Does the "him" in the last sentence refer to the player or the PC?Let's say, in real life I take a vow as the captain of a ship, to go down with the ship, and I don't. I take the first life raft off and say so long, suckers. That might end up with me facing some kind of legal or personal repercussions after I end up on the shore.
Let's say, as a paladin, I take a vow to my god to defend the kingdom and the king from demons, with my life, but when the time comes, I run away from said demons. In exchange for my vow, I am given powers which ordinary men do not have access to and do not possess.
In this context, since the player is controlling his PC, and choses to make his PC act like a coward and thereby break his Oath, his god should punish him by at the very least, removing his powers
In that case, why does the GM need the rules to authorise him/her to take away your PC's mechanical capabilities?I would gladly play my paladin in such a way.
In AD&D (Gygax's version) a cleric is as reliant on his/her god as is a paladin. And there are strict rules about clerics having to abide by their alignment or lose their spell abilities (and if they change god more than once, they are instantly killed: DMG p 39).
I think you have misdescribed what people want. You are confusing a "divine caster" who is "morally bound" with the mechanical element "is a character whose aspect to mechanical class features is subject to GM override". The first of these is a story element. The second is a rules/mechanical element. You don't need the second to have the first - and I know this from experience, because I have been GMing RPGs which have one but not the other for around 25 years.
What difference?
Does the "him" in the last sentence refer to the player or the PC?
And, stepping back a bit, what is happening in your game such that the player has (i) built a valiant knight PC, and (ii) is playing that PC as a coward? You might want to take a closer look at that.
In that case, why does the GM need the rules to authorise him/her to take away your PC's mechanical capabilities?