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D&D Older Editions
An Olive Branch to 4e Fans: Some Things 5e Should Take From 4e
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<blockquote data-quote="delericho" data-source="post: 5804212" data-attributes="member: 22424"><p>No disagreement here. As I said, 4e generalised the mechanic.</p><p></p><p></p><p></p><p>As I've said on a couple of other threads, I think both alignment and patron deities should be handled on an "if you want" basis. That is, players can optionally choose to declare an alignment/deity, and doing so should give them access to certain powers/feats/magic items/whatever that other characters can't access.</p><p></p><p>I'm also inclined to think that both should be presented in optional modules (or settings, in the case of deities). And also that the Paladin should be both LG-only and presented in the "Alignment Module".</p><p></p><p></p><p></p><p>Honestly, I've been playing for decades and never seen a problem with paladins. Like the 15-minute adventuring day, it's a playstyle issue.</p><p></p><p>Now, that doesn't mean it shouldn't be dropped, given that it's causing lots of people lots of trouble. That seems sensible. But at the same time, teaching DMs (in particular) how to deal with this issues would <em>also</em> be a good thing - because even if you sidestep this issue, that just means that there will be others down the line.</p><p></p><p></p><p></p><p>The issue here is DMs (and sometimes players) who insist that paladins have to be LG-stupid, something that has never been inherent in the books. The solution to that is actually quite simple: stop.</p><p></p><p></p><p></p><p>Honestly, if your plot can be trivially derailed by the application of a standard PC ability, then it really isn't a good plot in the first place. Two things:</p><p></p><p>- A DM should be building his adventures while mindful of his PCs' capabilities. If he doesn't know what PCs he's going to be working with, he should be mindful of the typical powers of PCs of the appropriate level. Divinations in general have a particular tendency to mess up mystery plots; they really do need to be considered carefully (including, but certainly not limited to, detect evil).</p><p></p><p>- In any realistic (or semi-realistic) world, a significant portion of the populace will show up as Evil, not just the one solitary murderer. And, indeed, the local lord and his enforcers are amongst the <em>most</em> likely to be Evil. So, while detect evil may well act as a useful clue, and provide a place to <em>start</em> an investigation, it by no means should be the end of the matter.</p><p></p><p>(Also, a very basic tenet of mystery design is that <em>everyone</em> has something to hide. A great many people are going to be less than happy when the paladin starts routinely scanning everyone with his magical sight. And rightly so.)</p></blockquote><p></p>
[QUOTE="delericho, post: 5804212, member: 22424"] No disagreement here. As I said, 4e generalised the mechanic. As I've said on a couple of other threads, I think both alignment and patron deities should be handled on an "if you want" basis. That is, players can optionally choose to declare an alignment/deity, and doing so should give them access to certain powers/feats/magic items/whatever that other characters can't access. I'm also inclined to think that both should be presented in optional modules (or settings, in the case of deities). And also that the Paladin should be both LG-only and presented in the "Alignment Module". Honestly, I've been playing for decades and never seen a problem with paladins. Like the 15-minute adventuring day, it's a playstyle issue. Now, that doesn't mean it shouldn't be dropped, given that it's causing lots of people lots of trouble. That seems sensible. But at the same time, teaching DMs (in particular) how to deal with this issues would [i]also[/i] be a good thing - because even if you sidestep this issue, that just means that there will be others down the line. The issue here is DMs (and sometimes players) who insist that paladins have to be LG-stupid, something that has never been inherent in the books. The solution to that is actually quite simple: stop. Honestly, if your plot can be trivially derailed by the application of a standard PC ability, then it really isn't a good plot in the first place. Two things: - A DM should be building his adventures while mindful of his PCs' capabilities. If he doesn't know what PCs he's going to be working with, he should be mindful of the typical powers of PCs of the appropriate level. Divinations in general have a particular tendency to mess up mystery plots; they really do need to be considered carefully (including, but certainly not limited to, detect evil). - In any realistic (or semi-realistic) world, a significant portion of the populace will show up as Evil, not just the one solitary murderer. And, indeed, the local lord and his enforcers are amongst the [i]most[/i] likely to be Evil. So, while detect evil may well act as a useful clue, and provide a place to [i]start[/i] an investigation, it by no means should be the end of the matter. (Also, a very basic tenet of mystery design is that [i]everyone[/i] has something to hide. A great many people are going to be less than happy when the paladin starts routinely scanning everyone with his magical sight. And rightly so.) [/QUOTE]
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