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Attention Paladin, Monk, Cleric, Druid and Other Players!
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<blockquote data-quote="steeldragons" data-source="post: 5687842" data-attributes="member: 92511"><p>This sounds like a tolerable compromise edging on a good solution. I would go so far as to, for those characters, like Paladins or Druids (and even certain "extreme" or exceptionally powerful/organizied churchs), who I would consider to be part of an order/organtization, that the penalty be applied across the board for that order/organization...whereas other groupings or individual paladins or clerics or druids might not.</p><p></p><p></p><p></p><p>That is a matter of personal campaign/game. In my own world, I have a general attitude that "sub-classes" receive alignment restrictions...which, makes sense to me given their extra abilities/powers. On examination, in retrospect, perhaps that's where/why they were originally part of the game. </p><p></p><p>Base classes can be any alignment in my games. But if you want to be a Barbarian or a Ranger instead of Fighter, then you have a certain outlook or philosophy that you adopt to be able to acquire all of the bells an' whistles of that class.</p><p></p><p>Well, except Thieves/Rogues. To my mind/in developing my world, I reason that <em>stealing</em> is basically frowned up in any society/community, even among "evil" creatures. So a Thief PC in my campaign must be non-lawful. But can readily be NG or CG, since while I do subscribe to there being "no honor among thieves" they are not summarily "bad people" [i.e. "evil].</p><p> </p><p></p><p></p><p>AH! See, this may be where we are differing. I, in my world/game, view the Paladin as a subclass of Fighter. They are fighter who just have more of a connection to the "divine" side of things (like a ranger is a fighter who has more experience/connection to the "nature" side of things) VS. a Cleric with more connection to fighting stuff. Their role is, primarily to fight not to support/bolster. </p><p></p><p>But, again, that's my world/game, just a personal matter of perspective in the game-setting flavor...which is well conveyed for players in character creation before the dice hit the table. </p><p></p><p></p><p></p><p>A couple of things here, if you'll indulge me <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>1) I do not, in any way, consider Cleric to be a restrictive class. There is always a god for the player to make a cleric to be any alignment they want. (or close to it, in my world. i.e. The cleric of a "True Neutral" deity need not be "true neutral" (it's best if they are, they'll go further in the order/organization), but one could certainly be a NG of CN and follow a True Neutral god (or LN or even NE -though I would not think a NE character would want to be part of such an organization unless it were NE itself. The way I interpret the alignment, "organizations" aren't a NE tenet/specialty).</p><p></p><p>But, point is, I do not consider Cleric a restrictive class. That's what makes it a Base class versus a Sub-class.</p><p></p><p>2) I incorporated/developed a "Shaman" sub-class of Cleric.</p><p></p><p>Clerics, to my reasoning/in my setting, are the members of established/"organized" religions.</p><p></p><p>Shamans exist as the spiritual/magical authority for those societies in which no "organized religion" exists. They have certain "spirit/totem" powers and can use a few "pointy" weapons. But we needn't get into that here...Point is, a player wanting a "divine" character/class might be a Cleric or Druid or Shaman.</p><p></p><p>So there is really no less option than telling the player who wants to hit stuff (a "martial character" if you will) they can be a Fighter or Paladin or Ranger.</p><p></p><p>I just throw that out there as something you might want to consider to give the divine-player something else to work with. </p><p></p><p>As always, play what you like and, again, I think your idea to apply alignment restriction/consequences to a particular player is a good one.</p><p></p><p>Have fun and happy restricting <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>--Steel Dragons</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5687842, member: 92511"] This sounds like a tolerable compromise edging on a good solution. I would go so far as to, for those characters, like Paladins or Druids (and even certain "extreme" or exceptionally powerful/organizied churchs), who I would consider to be part of an order/organtization, that the penalty be applied across the board for that order/organization...whereas other groupings or individual paladins or clerics or druids might not. That is a matter of personal campaign/game. In my own world, I have a general attitude that "sub-classes" receive alignment restrictions...which, makes sense to me given their extra abilities/powers. On examination, in retrospect, perhaps that's where/why they were originally part of the game. Base classes can be any alignment in my games. But if you want to be a Barbarian or a Ranger instead of Fighter, then you have a certain outlook or philosophy that you adopt to be able to acquire all of the bells an' whistles of that class. Well, except Thieves/Rogues. To my mind/in developing my world, I reason that [I]stealing[/I] is basically frowned up in any society/community, even among "evil" creatures. So a Thief PC in my campaign must be non-lawful. But can readily be NG or CG, since while I do subscribe to there being "no honor among thieves" they are not summarily "bad people" [i.e. "evil]. AH! See, this may be where we are differing. I, in my world/game, view the Paladin as a subclass of Fighter. They are fighter who just have more of a connection to the "divine" side of things (like a ranger is a fighter who has more experience/connection to the "nature" side of things) VS. a Cleric with more connection to fighting stuff. Their role is, primarily to fight not to support/bolster. But, again, that's my world/game, just a personal matter of perspective in the game-setting flavor...which is well conveyed for players in character creation before the dice hit the table. A couple of things here, if you'll indulge me :) 1) I do not, in any way, consider Cleric to be a restrictive class. There is always a god for the player to make a cleric to be any alignment they want. (or close to it, in my world. i.e. The cleric of a "True Neutral" deity need not be "true neutral" (it's best if they are, they'll go further in the order/organization), but one could certainly be a NG of CN and follow a True Neutral god (or LN or even NE -though I would not think a NE character would want to be part of such an organization unless it were NE itself. The way I interpret the alignment, "organizations" aren't a NE tenet/specialty). But, point is, I do not consider Cleric a restrictive class. That's what makes it a Base class versus a Sub-class. 2) I incorporated/developed a "Shaman" sub-class of Cleric. Clerics, to my reasoning/in my setting, are the members of established/"organized" religions. Shamans exist as the spiritual/magical authority for those societies in which no "organized religion" exists. They have certain "spirit/totem" powers and can use a few "pointy" weapons. But we needn't get into that here...Point is, a player wanting a "divine" character/class might be a Cleric or Druid or Shaman. So there is really no less option than telling the player who wants to hit stuff (a "martial character" if you will) they can be a Fighter or Paladin or Ranger. I just throw that out there as something you might want to consider to give the divine-player something else to work with. As always, play what you like and, again, I think your idea to apply alignment restriction/consequences to a particular player is a good one. Have fun and happy restricting ;) --Steel Dragons [/QUOTE]
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