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Another "second-guess the paladin" thread
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<blockquote data-quote="Sir Whiskers" data-source="post: 1530819" data-attributes="member: 6941"><p>As always, it depends a lot on what code of conduct your paladin adheres to. If the focus is on "lawful", your actions were borderline at best, probably a transgression. If your focus is on "justice", your actions were more appropriate. If your focus is on "redemption", you blew it.</p><p></p><p>Consider that the thug is just a hired hand. By acknowledging this fact, allowing him to go free with a warning not to bother the party again, and a promise of protection if he ever helped the party, you had the opportunity to gain an ally (or neutralize a potential enemy) at no real cost to the party. If he did later join your side, you've gained a convert. And if he doesn't change and later participates in an attack on you - deal with him appropriately. Same with the wizard.</p><p></p><p>I'm reminded of a campaign I ran several years ago. The party was ambushed and captured a couple of the grunts. While they were being interrogated, I decided on the spur of the moment that the "thugs" were simple farmers who'd been pressed into serving a bandit gang. The party took pity on them, dragging them along to a local monastery, where the two npc's were able to gain honest work. Months later the npc's rewarded the party's actions by sending them warning of a plot aimed at the party.</p><p></p><p>Going forward, I'd suggest sitting down with the GM to agree on your paladin's code, then communicate it (prefereably in-game) to the other players. That should stop a lot of the recriminations and criticisms you're facing now.</p></blockquote><p></p>
[QUOTE="Sir Whiskers, post: 1530819, member: 6941"] As always, it depends a lot on what code of conduct your paladin adheres to. If the focus is on "lawful", your actions were borderline at best, probably a transgression. If your focus is on "justice", your actions were more appropriate. If your focus is on "redemption", you blew it. Consider that the thug is just a hired hand. By acknowledging this fact, allowing him to go free with a warning not to bother the party again, and a promise of protection if he ever helped the party, you had the opportunity to gain an ally (or neutralize a potential enemy) at no real cost to the party. If he did later join your side, you've gained a convert. And if he doesn't change and later participates in an attack on you - deal with him appropriately. Same with the wizard. I'm reminded of a campaign I ran several years ago. The party was ambushed and captured a couple of the grunts. While they were being interrogated, I decided on the spur of the moment that the "thugs" were simple farmers who'd been pressed into serving a bandit gang. The party took pity on them, dragging them along to a local monastery, where the two npc's were able to gain honest work. Months later the npc's rewarded the party's actions by sending them warning of a plot aimed at the party. Going forward, I'd suggest sitting down with the GM to agree on your paladin's code, then communicate it (prefereably in-game) to the other players. That should stop a lot of the recriminations and criticisms you're facing now. [/QUOTE]
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Another "second-guess the paladin" thread
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