Alignment Restrictions in 3.5

Tell me what you think

  • Paladin: Any Good

    Votes: 34 24.8%
  • Monk: Any Non-Chaotic

    Votes: 18 13.1%
  • Paladin:Any

    Votes: 9 6.6%
  • Monk: Any

    Votes: 18 13.1%
  • No Alignment restrictions not based on religion etc

    Votes: 29 21.2%
  • Other(Post)

    Votes: 15 10.9%
  • No changes needed

    Votes: 59 43.1%

Paladins are allowed to follow NG and LN deities they just cant be those alignments themselves...another oddity of the whole thing.(not at all disagreein with you Ni you just reminded me of that)
And in FRCS Sune Firehair, a CG goddess, has paladins..but they still have to be LG.
 

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"Other (please post)"

Haven't read the thread (not thoroughly anyway) but just posting to explain my "Other (please post)" vote:

Bard (any) for sure

and possibly
Barbarian (any)
Druid (any)

I run Paladins differently depending on the setting. I use the default rule for Clerics but there are things that appear to be exceptions to it. (They generally turn out to be cases where the cleric has been decieved as to where their power is coming from). I have no particular problem with Monks being lawful only.
 
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~shrugs~ then it comes down to a simple difference in taste. and as I said I like a lot of the flavour in the core rules...I just dont like it being part of the core rules....for a player it makes it harder to break out of unless you have an openminded DM.

OK, let's do a list. Things you'd have to remove or alter to make a "flavorless" core rules.

  • Palladins - Authurian
  • Monks - Eastern
  • Druids - Celtic, with new-age hippie influences.
  • Barbarians - Nordic
  • Elves - Celtic/Tolkien
  • Dwarves - Nordic/Tolkein
  • Halflings - Tolkien
  • Gnomes - Western
  • Clerics - Crusades-ish (very different from, say, Eastern holy warriors!)
  • Dragons - most D&D dragons are Western - those that aren't are Eastern
  • Orcs - Tolkien
  • Goblins - Tolkien
  • Illithids - Lovecraft
  • Wizard - Vance

I could keep listing stuff too. There's a very very strong implied setting in the core rulebooks, and lots of flavor. If you don't like the uber-hero of the Paladin, then that's fine. Ditch him in your campaigns. But making a case for ditching him in all campaigns is like me saying that I think we should dump the wizard because I don't like the Vancian fire-and-forget magic system.

But the truth is, if I don't want Vancian magic in my campaign, then I should disallow or change the Wizard class, not try and impose that on everyone else, on the basis that the Wizard has too much flavor and makes strong implications on how magic works in my campaign.

If you don't want Holy Warriors to work like the paladin in yoru campaign, then more power to you. But that doesn't mean the paladin as he stands is wrong. If I don't like Vancian magic, then it's not that the wizard is too flavorful, it's just that the wizard is different then the flavor I like.

As you said, it comes down to a difference of opinion. But what you fail to note is that your opinion, that Paladins should be changed, is not valid based on a flavor argument, because it's no more flavorful than many other classes. In the end, any given opinion on flavor is no more valid than any other.

But the paladin is based on the super do-gooder idealized Authurian knight. As of me writing this, 33 people voted for making him "any good," and nine for "any." Fifty-eight voted for no changes, so it seems that keeping him LG is the majority.

I think your problem isn't with "too much flavor in the core rules," because you seem to accept most of the core rules flavor, you even admit that you like it yourself. What you dislike is the paladin's flavor in specific. Now, that's a perfectly fine opinion to take. It's purely subjective and your opinion is as valid as any others. But don't try and justify it by saying you think the core rules should be flavorless. Justify it by saying the paladin has sucky flavor.

Because if you take the "no flavor" stance, you're going to have to come down on everything that I listed above, and lots more.
 

By the way, I'm also pretty sure you couldn't remove all the flavor no matter what. The d20 system is naturally designed to be a heroic game, for instance. You couldn't run a really gritty game, for instance.

If I wanted to run a more gritty/real-life game, for instance, where any melee fighter, even a master swordsman, who fought eight men at one time would loose, I couldn't do it without altering the d20 rules.

In real life, NO ONE can beat eight people at once in a swordfight, unless the opponents are so green they don't know which end to poke into the other guy.

But in d20, a 16th level fighter could mop the floor with eight sixth level characters. So I can't run my gritty game without altering the rules for d20.

And if I do that, the system is no longer capable of running a heroic game where a powerful swordmaster can take down a horde of "lackey swordsmen." The underlying rules tell you a lot about the game you'll be playing. You can't build a flavorless game system. I've never seen it done, and I don't think it can be done.
 

Well I dont really want to build a "flavourless" game system. And the thing about most of the other elements you mentioned...they dont inflict specfics limitations on the classes as far as roleplaying and personality in the way that the monk and paladins alignment restrictions do. The alignment restrictions are basicaly roleplaying and personality restrictions and thats what bugs me.
 

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