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Bad Paladin... or My First Paladin thread...
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<blockquote data-quote="Imret" data-source="post: 1935885" data-attributes="member: 991"><p>Well. I've read...most of this thread. Sort of skimmed page 3 because, as is fairly typical of a relative discussion in General RPG, it's bogged down in minutiae. Man I hope I spelled that right. Anyway, allow me to add a couple coppers to the mix.</p><p></p><p>I like it. It's a concept that just <strong>bleeds</strong> RP potential. With a cleric of his church in the group, someone who can (attempt to) counsel and guide him, a confessor and a vessel of atonement - and preferably a friend as well - you would have an exceptional opportunity to invest some fascinating detail and drama to a campaign. Once again, I like it.</p><p></p><p>On the other hand, does it mesh with core D&D? No. Does it match up perfectly with the paladin as written? No. Should that stop you from playing this if you can get a DM to agree? <strong><em>HELL NO!</em></strong></p><p></p><p>As is often missed, skimmed, or ignored in these discussions, D&D (even 3.x) is a game, not a math equation that must have all factors balanced with each other. I think the fact there's a 'House Rules' forum here suggests that maybe, just maybe, D&D can be modified to play 'your way'. If your gaming group likes in-depth roleplaying, loves a good scene taking place whether monsters are getting slain or not, and is inclined to watch this transformation take place, run with it.</p><p></p><p>(NOTE: The following paragraph is just my perception and experience. YMMV)</p><p>Of course, part of my reasoning behind this is, quite simply, paladin abilities are not that good as a set of class abilities, let alone worth the razor-edged bridge they're forced to walk in regards to conduct. One often hears "You cannot balance mechanical advantages with roleplaying disadvantages", and nothing makes this truer than the paladin - though the sentence is more accurately "We have tried and failed to balance poor mechanical advantages with heavy roleplaying disadvantages, and it didn't work, but sacred cows are sacred cows, so here's a shoddy class".</p><p></p><p>Or, in conclusion, I'd allow it on the roleplaying basis alone, ignoring that you're not really getting much. <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></blockquote><p></p>
[QUOTE="Imret, post: 1935885, member: 991"] Well. I've read...most of this thread. Sort of skimmed page 3 because, as is fairly typical of a relative discussion in General RPG, it's bogged down in minutiae. Man I hope I spelled that right. Anyway, allow me to add a couple coppers to the mix. I like it. It's a concept that just [b]bleeds[/b] RP potential. With a cleric of his church in the group, someone who can (attempt to) counsel and guide him, a confessor and a vessel of atonement - and preferably a friend as well - you would have an exceptional opportunity to invest some fascinating detail and drama to a campaign. Once again, I like it. On the other hand, does it mesh with core D&D? No. Does it match up perfectly with the paladin as written? No. Should that stop you from playing this if you can get a DM to agree? [b][i]HELL NO![/i][/b] As is often missed, skimmed, or ignored in these discussions, D&D (even 3.x) is a game, not a math equation that must have all factors balanced with each other. I think the fact there's a 'House Rules' forum here suggests that maybe, just maybe, D&D can be modified to play 'your way'. If your gaming group likes in-depth roleplaying, loves a good scene taking place whether monsters are getting slain or not, and is inclined to watch this transformation take place, run with it. (NOTE: The following paragraph is just my perception and experience. YMMV) Of course, part of my reasoning behind this is, quite simply, paladin abilities are not that good as a set of class abilities, let alone worth the razor-edged bridge they're forced to walk in regards to conduct. One often hears "You cannot balance mechanical advantages with roleplaying disadvantages", and nothing makes this truer than the paladin - though the sentence is more accurately "We have tried and failed to balance poor mechanical advantages with heavy roleplaying disadvantages, and it didn't work, but sacred cows are sacred cows, so here's a shoddy class". Or, in conclusion, I'd allow it on the roleplaying basis alone, ignoring that you're not really getting much. :) [/QUOTE]
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