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Blog: Paladin vs. Cleric, fight!
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<blockquote data-quote="Sunseeker" data-source="post: 5887093"><p>I vote for calling Paladin "domains" "Vows". Lets say you get 4 "Vow Features", so then you can either select 4 Vows, so you could go Law/Justice/Peace/Order, and get one Vow feature from each one, or you could only make a Vow to say, Tyranny, and get 4 Vow Features from that single one.</p><p></p><p>Which Vows you have open to you would depend on your deity.</p><p>EX:</p><p>A Vow to Law means you are duty bound to stop lawbreakers.</p><p>A Vow to Justice means you must deliver them to a higher authority(ie: no killing of the unlawful).</p><p>A Vow to Peace would mean you do not break laws yourself.</p><p>A Vow to Order means you don't interfere in other people's business.</p><p></p><p>Tyranny vows may look something of the reverse.</p><p>Follow laws provided they advance you.</p><p>Use others to get what you need.</p><p>Kill those who stand in your way.</p><p>Oppress those who are too weak to stand up for themselves.</p><p></p><p>I dunno, no real mechanical things here, but certainly they help define what kind of "Crusader" you are. As long as you stick to your vows, you get to keep your deity-granted powers. If you break your vows, you must atone(in a flavorful manner), ie: if you make a Vow of Justice, and kill a criminal instead of taking them to the authorities, you can turn yourself in, and if the Magistrate decides you were justified, you are atoned. And of course, the degree and manner of killing would matter too.</p><p></p><p>Through this sort of system we would establish a cooperative narrative between the DM and the player. That way the player doesn't feel overly burdened to "always do the right thing" and the DM, taking the role of the player's chose deity, can decide in if the Vow-violation was justified.</p><p></p><p>I dunno, this thread is fun, I love Paladins.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5887093"] I vote for calling Paladin "domains" "Vows". Lets say you get 4 "Vow Features", so then you can either select 4 Vows, so you could go Law/Justice/Peace/Order, and get one Vow feature from each one, or you could only make a Vow to say, Tyranny, and get 4 Vow Features from that single one. Which Vows you have open to you would depend on your deity. EX: A Vow to Law means you are duty bound to stop lawbreakers. A Vow to Justice means you must deliver them to a higher authority(ie: no killing of the unlawful). A Vow to Peace would mean you do not break laws yourself. A Vow to Order means you don't interfere in other people's business. Tyranny vows may look something of the reverse. Follow laws provided they advance you. Use others to get what you need. Kill those who stand in your way. Oppress those who are too weak to stand up for themselves. I dunno, no real mechanical things here, but certainly they help define what kind of "Crusader" you are. As long as you stick to your vows, you get to keep your deity-granted powers. If you break your vows, you must atone(in a flavorful manner), ie: if you make a Vow of Justice, and kill a criminal instead of taking them to the authorities, you can turn yourself in, and if the Magistrate decides you were justified, you are atoned. And of course, the degree and manner of killing would matter too. Through this sort of system we would establish a cooperative narrative between the DM and the player. That way the player doesn't feel overly burdened to "always do the right thing" and the DM, taking the role of the player's chose deity, can decide in if the Vow-violation was justified. I dunno, this thread is fun, I love Paladins. [/QUOTE]
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