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*Archtypical Paladin Quandry* The 'Are you a Paladin?' Question.
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<blockquote data-quote="Zog" data-source="post: 3137861" data-attributes="member: 5083"><p>The answer, as the rules are written, for the average campaign, is clearly a Loud No.</p><p></p><p>However, in an Exalted Campaign, the Paladin had better say YES.</p><p>In fact, if I was playing the Paladin in the Exalted Campaign I would say</p><p></p><p>"Yes. I am here to kill the Evil Overlord. Choose, let me pass and be free from His Evil Tyranny, or stop me, and remain a prisonor of your fear forever. (Diplomacy)" </p><p>As a player, I would trust that with a decent roll, the DM would have the guard gulp nervously, look around quickly, and wave me on with a whispered prayer.</p><p></p><p>The Player of a Paladin, normal or Exalted, needs to have a long talk with the DM before the game starts. Define the code. Define what would cause a loss of powers, temporary or permanent. Cover the basic scenarios, like orc babies, prisoners, vile evil surrenduring, walking down the street with Detect Evil, etc. This would take care of 90% of the Paladin 'problems'. And if player and DM have different ideas about 'Lawful Good', Don't Play a Paladin!</p><p></p><p>As a DM, what I did with a Paladin player was define the code at the start. And, as they leveled up, the requirements became more and more strict. There are a lot of Lvl1 Paladins in the world. They aren't being watched and checked up on every minute. On the other hand, there is a shortage of level 15 Paladins, and they tend to have the attention of higher powers fairly constantly.</p></blockquote><p></p>
[QUOTE="Zog, post: 3137861, member: 5083"] The answer, as the rules are written, for the average campaign, is clearly a Loud No. However, in an Exalted Campaign, the Paladin had better say YES. In fact, if I was playing the Paladin in the Exalted Campaign I would say "Yes. I am here to kill the Evil Overlord. Choose, let me pass and be free from His Evil Tyranny, or stop me, and remain a prisonor of your fear forever. (Diplomacy)" As a player, I would trust that with a decent roll, the DM would have the guard gulp nervously, look around quickly, and wave me on with a whispered prayer. The Player of a Paladin, normal or Exalted, needs to have a long talk with the DM before the game starts. Define the code. Define what would cause a loss of powers, temporary or permanent. Cover the basic scenarios, like orc babies, prisoners, vile evil surrenduring, walking down the street with Detect Evil, etc. This would take care of 90% of the Paladin 'problems'. And if player and DM have different ideas about 'Lawful Good', Don't Play a Paladin! As a DM, what I did with a Paladin player was define the code at the start. And, as they leveled up, the requirements became more and more strict. There are a lot of Lvl1 Paladins in the world. They aren't being watched and checked up on every minute. On the other hand, there is a shortage of level 15 Paladins, and they tend to have the attention of higher powers fairly constantly. [/QUOTE]
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*Archtypical Paladin Quandry* The 'Are you a Paladin?' Question.
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