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Blog: Paladin vs. Cleric, fight!
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<blockquote data-quote="Chris_Nightwing" data-source="post: 5886097" data-attributes="member: 882"><p>There's a lot that indicates the Paladin will remain the Lawful Good archetype, and I hope they offer support later for other types of Paladin. In fact, the 'Crusader' role could be applied to any of the extreme alignments and I remember 3rd edition rules supporting this quite well (I loved the Liberator prestige class).</p><p></p><p>I have also come around to the idea of the Paladin having significant bonuses when pursuing a certain goal or quest. Depending on the cause they champion, the details of this could vary. As a standard LG crusader, you are 'fired up' when you accept a quest from a figure of legitimate authority which can be considered a benevolent act. Rescue the princess, kill the evil dragon, but if nearby orcs are causing trouble then killing every single one of them might not be the most good solution. The key to deciding when bonuses will be awarded is whether or not the quest involves a reward - you forfeit any mercenary activity in exchange for the literal moral authority to perform better in your quest.</p><p></p><p>More on the CG side, your quests come from individuals in need and may very be against non-evil authority. You're much more likely to find solutions to problems rather than just eliminate them through force. Then, on the evil side, CE is the most likely to quest directly for a higher power, to slaughter and destroy with the aim of causing trouble (CE works the worst, of course). LE is a Darth Vader figure, or an assassin. You have no moral requirements for your actions, but there are causes (Power/Authority/Wealth) that you do quest for.</p><p></p><p>What sort of bonuses to give, well, more damage against the enemies of the quest sounds find (not necessarily all evil creatures), the old fashioned better defences, and yes I like the idea of these extending to those in your party (who also follow your path and act less mercenary). Auras are perfect for Paladins. Fundamentally, when you have a Paladin in the party they should be the guide for that party's actions, and yes this causes tension, but ultimately those who accept the guidance of the Paladin benefit from their abilities in exchange for forfeiting other rewards. It would be fun to roleplay a character who has problems with this sort of authority, eventually coming around, or at least to some agreement that they are both on the same side (I love CG, what can I say).</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 5886097, member: 882"] There's a lot that indicates the Paladin will remain the Lawful Good archetype, and I hope they offer support later for other types of Paladin. In fact, the 'Crusader' role could be applied to any of the extreme alignments and I remember 3rd edition rules supporting this quite well (I loved the Liberator prestige class). I have also come around to the idea of the Paladin having significant bonuses when pursuing a certain goal or quest. Depending on the cause they champion, the details of this could vary. As a standard LG crusader, you are 'fired up' when you accept a quest from a figure of legitimate authority which can be considered a benevolent act. Rescue the princess, kill the evil dragon, but if nearby orcs are causing trouble then killing every single one of them might not be the most good solution. The key to deciding when bonuses will be awarded is whether or not the quest involves a reward - you forfeit any mercenary activity in exchange for the literal moral authority to perform better in your quest. More on the CG side, your quests come from individuals in need and may very be against non-evil authority. You're much more likely to find solutions to problems rather than just eliminate them through force. Then, on the evil side, CE is the most likely to quest directly for a higher power, to slaughter and destroy with the aim of causing trouble (CE works the worst, of course). LE is a Darth Vader figure, or an assassin. You have no moral requirements for your actions, but there are causes (Power/Authority/Wealth) that you do quest for. What sort of bonuses to give, well, more damage against the enemies of the quest sounds find (not necessarily all evil creatures), the old fashioned better defences, and yes I like the idea of these extending to those in your party (who also follow your path and act less mercenary). Auras are perfect for Paladins. Fundamentally, when you have a Paladin in the party they should be the guide for that party's actions, and yes this causes tension, but ultimately those who accept the guidance of the Paladin benefit from their abilities in exchange for forfeiting other rewards. It would be fun to roleplay a character who has problems with this sort of authority, eventually coming around, or at least to some agreement that they are both on the same side (I love CG, what can I say). [/QUOTE]
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