DM Advice: How strict should the paladin code be?

Haradim said:
Alongside going over it with the player, keep an eye on the rest of the party's alignments.

A party with a strong Chaotic and/or Neutral bent can make it very hard to be a Paladin, and you might aim to loosen the restrictions to keep the Paladin from weighing down the party - or to keep the party from swiftly driving the Paladin into ex-Paladinhood (accidental or otherwise - many gamers don't like Paladins much...).

for myself, i find it frustrating playing with my group at times because we have differing opinions on how alignment should be played. our dm is very lenient however, but it still is irritating when you believe you are playing your alignment and sticking to it, but others are going way overboard and the dm isn't doing anything about it. it makes me feel that i should just do the same, but then i wouldn't feel right, because i don't believe my alignment should be played that way.
 

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The code is a bench mark, that the paladin tries to hit or goes beyond, it is going to be up to the player to maintain that code, take the time to work with the player on the wording based on the domains of the god. I feel some N gods would let things side a little but others my not.

Pick a good code to use as a guideline that you can show your player, the one in the book or the boy scout code.
 

Making a Paladin's Code is definitely something that should be done with a player. Find something that's best for you, and create some benefit if the paladin's code is overly strict. I find DM's with stricter codes make the Gods slightly more active in the paladin's life... if a god is going to punish a paladin for getting drunk and blaspheming his name while enjoying the "house special" at the local brothel, then so too should the god be watching for the paladin's needs, or aiding him on Rare Occasion.

Personally, I think a paladin's code should be rather strict. I've always thought that paladins should be an elite cadre of beings willing to walk the fine line for their beliefs. That fine line should be neither hazy or... not fine. heh.
 

You must be very clear with the player about what is crossing the line and will cost him his paladin powers. Tell him whether or not you will give him warnings before he does so or whether he would need the amulet thing to get warnings. It is a pretty miserable experience for a player to think they acted fine and then get hit with a loss of all their class powers.

Be explicit on what you consider evil acts that will strip them of their powers.
 

dreaded_beast said:
for myself, i find it frustrating playing with my group at times because we have differing opinions on how alignment should be played. our dm is very lenient however, but it still is irritating when you believe you are playing your alignment and sticking to it, but others are going way overboard and the dm isn't doing anything about it. it makes me feel that i should just do the same, but then i wouldn't feel right, because i don't believe my alignment should be played that way.
For me, it's very frustrating to have to use alignment. ;)
 

I think the paladin code should be exactly as strict as you need it to be for campaign purposes, and no more. As long as you're consistent, this shouldn't be a big issue.

Also, if you like a point system, there was a pretty good chivalry system in Dragon magazine a while back, which would be easy enough to port into your game (slanted more towards paladins, specifically, of course).
 




Paladins and training...

Since there are no incorporated apprentice/training rules I always felt the first three levels were the make or break levels for all classes.
I really thought this up for paladins though because BANG!, one has to be this paragon of virtue. Give the player (and DM) three levels to find their way. This also gives other opportunities for roleplay hooks:
The paladin who does not gain their other abilities per level because they are not quite up to par with their responsibiities.
Potential expulsion from the order because of not quite following the code... or whatever.

This way a players char always keeps the first three levels as base powers (unless they really screw up) and know they must work to gain and keep future ones.

Heh, I even kept my thoughts on alignment out. :eek: yay!


Hagy
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