D&D 1E AD&D paladin strictures

pemerton

Legend
This thread has been prompted by a current alignment thread. It's about paladins.

I think we can all agree that Gygax's AD&D books aren't paragons of editing. One example of that is the paladin class entry in the PHB: there is a ist of bullet points following the sentende "The following strictures apply to poladins", but some of the most important strictures have already been set out earlier in the class description.

If we ignore the editing and try and group the strictures more thematically, we get the following:

A paladin must be profoundly lawful good ("Law and good deeds are the meat and drink of paladins")

* The character must begin as LG, and always remain LG - otherwise s/he loses all special powers (ie ceases to be a paladin);

* The character must never knowingly and willingly perform on evil act - if s/he does, s/he loses all special powers (ie ceases to be a paladin);

* The character must never knowingly perform a chaotic act (ie an individualistic act that can't be reconciled with authority or tradition) - it's not fully spelled out what the consequence is, but it seems to be that all special powers are lost (ie the character cease to be a paladin for the time being) until the character confesses their sin, and does penance as prescribed by a LG cleric of level 7+;

* The character may only have henchmen of lawful good alignment (the consequences of breach are not spelled out);

* The character will associate only with characters and creatures of good alignment, except that paladins can join a company of adventurers which contains non-evil neutrals (presumably other than NG) on a single-expedition basis, and only if some end which will further the cause of lawful good is purposed (the consequences of breach are not spelled out);

* If possible, the character will take service or form an alliance with lawful good characters, whether PCs or not, who are clerics or fighters (of noble status).


A paladin must eschew excessive wealth

* An immediate tithe (10%) of all income - be it treasure, wages, or whatever - must be given to whatever charitable religious institution (not a clerical player character) of lawful good alignment the character selects;

* The characgter willl never retain wealth, keeping only sufficient treasures to support themselves in a modest manner, pay henchmen, men-at-arms, and servitors, and to construct or maintain a small castle - excess is given away as is the tithe;

* The character may never retain more than ten magic items: 1 suit of armour; 1 shield; 4 weapons; 4 others.​

The wealth strictures don't seem terribly severe. No consequences are spelled out for violations, but probably those are not necessary - if the player of the paladin decides to renounce the vow of (moderate) poverty, then presumably s/he is renouncing paladinhood.

It's the requirement to be profoundly LG that is more interesting. In itself, it doesn't seem terribly demanding in a game context. By that I mean that we can imagine it being hard for the character to uphold his/her vows, but taken at face value it doesn't seem that hard for the player - all you have to do is play your valiant knight! There's even a helpful reminder that a valiant knight will seek service with a noble and honourable lord!

To me there seem to be three main sources of problems:

* The association restrictions are tricky in a party-based game. Although the consequences for violation aren't spelled out, it does put something of a dampener on the prospects of both interesting friendship/rivalry/redemptoin arcs; and just seems apt to cause some friction at the table. Perhaps it's really best treated as an aspiration.

* Because the requirement to be a valiant knight - hardly a surprise for a class called paladin - is expressed by way of the alignment mechanics, it invites the GM to tell the player how to play his/her PC (on pain of ceasing to be a paladin). In a very narratively thin dungeon-crawl type game this might add to the challenge of play, but for any sort of game of rich characterisation or story it seems like it could be pretty undesirable. When I choose to play a valiant knight I want to play my conceptoin of Galahad or Lancelot, not the GM's. Luckily there's an easy solution - the GM stands back and lets the player do exactly that.

* Playing a valiant knight isn't a perfect fit for some common D&D tropes. It can fit with some dungeon crawls (eg KotB) but not others (eg not really a good fit for ToH or even White Plume Mountain). It doesn't fit all that well with "quest giver of the week" because that's at odds with the idea of taking service and fits better with ranger or ronin-type PCs. I think the first version of D&D to really try and tackle this aspect of the game was Oriental Adventures, although it's far from perfect.​

Just like thieves can work better in all-thieves games than as elements of a party, so paladins are going to work better in a game oriented towards ideas of knighthood and nobility rather than in a generic combined-arms-party sort of game.

But with those limitations understood and implemented, I think the underlying conception is really quite sound. It's not a bad implementation of the valiant knight in AD&D terms.
 

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pemerton

Legend
I haven't said anything about class balance because I'm not sure it's that big a deal.

A paladin has the highest XP requirements of any class, until being passed by monks after 14th level, and by magic-users above 38th level. A paladin aslo requires a 17 in CHA, which for a warrior-type class is a rather high cost (assuming that there is not an unlimited supply of 17 and 18 ability scores when building the PC).

The special abilities are fine but not overwhelming - some healing, Detect Evil at will, and at higher levels some spells - with two exceptions: the save bonus is strong, and the protection aura is (I think) stronger. Whether these make up for the higher XP cost and the CHA requirement is hard to judge. But anyway I don't think the strictures are best seens as a form of balance - because most of the time conforming to them is doing what you want to do anyway with your valiant knight!

If the abilities are too strong the appropriate answer is to scale them back a bit - as, for instance, 2nd ed AD&D did by halving the numerical bonuses from the protection aura.
 

When I play 1e, both back in the day and in more recently, I tend to mostly let things slide with paladins. As long as they're playing someone reasonably Lawful and Good and Knightly, I don't want to be the sort of adversarial DM that's just waiting for a chance to wreck a player's whole character concept. I also don't want them to be stuck in a position where they're required to act as police for the entire gaming table, because that's not fun for anyone either.

Now, the few times I've actually stripped a paladin of their powers was because they were playing the sort of arrogant, domineering stereotypes that would use their vows as excuses to bully other players, like attacking the drow for just being drow, or trying to murder the party thief for stealing. Or, you know, being just like any other murderhobo PC.
 

Lanefan

Victoria Rules
I always found the biggest headache with Paladins is their unwillingness (or outright refusal) to associate with anyone not of a mostly-similar alignment/ethos/outlook on life; which in our crew invariably runs smack into a general preference for playing characters who aren't necessarily always Good (or Lawful, I treat the G-E and L-C axes as having equal importance). Not that they're all Evil, mind; but there's often a lot of L-T-C Neutrals floating around.

I've fixed this*, I hope, by designing Paladins to fit any of the four extremes (LG,CG,LE,CE); in hopes that CG Paladins will be more likely to fit in to typical-around-here adventuring parties and that LE and-or CE ones will give me some potentially interesting foes to run.

I've already got some 'unofficial' ideas as to how a CG Paladin would work in play, as there's a longstanding PC in my current game who - though technically a War Cleric - has been in some ways played like a CG Paladin for most of his career.

* - in theory. It's a relatively recent thing (as in, last year) and nobody's rolled up a new-style Paladin yet; nor have I managed to yet work one in as a foe.
 

pemerton

Legend
As long as they're playing someone reasonably Lawful and Good and Knightly, I don't want to be the sort of adversarial DM that's just waiting for a chance to wreck a player's whole character concept. I also don't want them to be stuck in a position where they're required to act as police for the entire gaming table, because that's not fun for anyone either.
This makes sense - and is pretty much where I ended up by the end of my OP.

I always found the biggest headache with Paladins is their unwillingness (or outright refusal) to associate with anyone not of a mostly-similar alignment/ethos/outlook on life
When I attempted a systematic (if I may be so bold!) analysis in the OP, this is what stood out to me as a big problem for D&D because of how central party-play is. I think it would benefit from being relaxed or rethought.
 

Dioltach

Legend
I play paladins as the Church Knights are presented in David Eddings's Elenium series: the branch of the church who defend the populace against supernatural entities. They're more worldly than priests, so while they themselves are (largely) LG, they're not concerned with other people's minor misdemeanours.
 

Zardnaar

Legend
Way I normally dealt with it was see if anyone wanted to be a Paladin.

Then I would check the PCs had the right alignments.

If they didn't I wouldn't let the Paladin into the party or point blank say you won't be a Paladin for long.

If there's a Paladin in the party same thing applies for new players or replacement characters. No you can't be an assassin if there's a Paladin in the party.

I've always clamped down on inter party fighting. Person initiating it or aggravating it gets a warning or two then the boot.
 

Zardnaar

Legend
I play paladins as the Church Knights are presented in David Eddings's Elenium series: the branch of the church who defend the populace against supernatural entities. They're more worldly than priests, so while they themselves are (largely) LG, they're not concerned with other people's minor misdemeanours.

Sparhawk greatest Paladin ever. Not all church knights were Paladin's though some sucked at spells lol. A few might be war clerics.
 

Lanefan

Victoria Rules
Way I normally dealt with it was see if anyone wanted to be a Paladin.

Then I would check the PCs had the right alignments.

If they didn't I wouldn't let the Paladin into the party or point blank say you won't be a Paladin for long.

If there's a Paladin in the party same thing applies for new players or replacement characters. No you can't be an assassin if there's a Paladin in the party.

I've always clamped down on inter party fighting. Person initiating it or aggravating it gets a warning or two then the boot.
I just let 'em sort it out themselves in character, if only to avoid the meta-race to be first in e.g. better get my Assassin in play now to head the Pally player off at the pass. This is mostly only a problem at the very start when the party's forming, because once the party's established it can then pick and choose who it wants to recruit.

IME what usually happens is that there's an in-party argument, someone gets run off either by stare-down or by party vote or however, a tone is set, and the character that got run off is still out there for later use by its player if desired.

EDIT to add: by the way, congrats on 10000 posts - your exact count as I type this. :)
 

Zardnaar

Legend
I just let 'em sort it out themselves in character, if only to avoid the meta-race to be first in e.g. better get my Assassin in play now to head the Pally player off at the pass. This is mostly only a problem at the very start when the party's forming, because once the party's established it can then pick and choose who it wants to recruit.

IME what usually happens is that there's an in-party argument, someone gets run off either by stare-down or by party vote or however, a tone is set, and the character that got run off is still out there for later use by its player if desired.

EDIT to add: by the way, congrats on 10000 posts - your exact count as I type this. :)

Shrugs I don't keep track of post counts. Hell I barely use the like button.

Ye olde Paladin's not always the best fit though. Session 0 this time around playing with newbs I banned a lot of stuff like stealing from other PCs.

My group was only one that lasted 9 months.
Not sure if it will last the lockdown, 1 isn't coming back after heading home.
 

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