lukelightning
First Post
I see nothing wrong with the "Old PC behind the Bar" situation. The DM needs a fully developed NPC for some reason, why not recycle an old PC? This isn't to say he should take on more prominent role or anything.
Gearjammer said:1. The Railroad Adventure - Everyone's been involved with this one at one time or another. No matter what you do, the thingamabob will be stolen by whoseywhatsis with a whatchamacallit, and it will be the basis for the adventure - so let it be written, so let it be done. Deviating from the planned storyline is verboten, and any action that doesn't have anything to do with the planned adventure gets "you see nothing" or "nothing happens" responses. Veiled complaints from the players gets a "well there's Annoying NPC you can talk to...", and this continues until the players go along with the adventure out of sheer boredom, or revolt and start killing things or setting fires or other juvenile behavior a la KODT.
kigmatzomat said:I've never stripped a paladin of their powers, but I've only had 3 players play paladins and they did so well. Usually my NPC paladins had to tell them to lighten up a bit. Of course, I also have a bit of semantic wiggling on the "willingly consort with evil" aspect as any paladin on a mission will suck it up and go drinking with baby-eaters if it serves a purpose. When the purpose is done they should focus on taking down the baby-eaters but sometimes you have to only smite one evil creature at a time.
Once, in 2e, I made a cleric atone in a non-spell fashion. He got tricked into doing something evil that wasn't obviously evil at the time but his god expected him to know that anything Lloth does has an ulterior motive. His god made him quest to find the family of the individuals his actions harmed and accept whatever justice they demanded. (I wasn't setting out to screw the party, one PC managed to gate the party to Lloth's lair by using a magic doohickey they'd sworn they'd never use and this was me suddenly having to run an encounter with a diety's avatar)
IMO, gods should be aware of the relative rarity of their cleric/paladin followers and exert some small amount of effort to correct abherrent behavior.
Rystil Arden said:Wow, what was the Paladin's player thinking? Skeleton dragons have way too many hit dice for a Paladin to turn, even a high-level Paladin. Even the first turn attempt was a serious tactical blunder. By the sixth time, he was just tilting at windmills.
Very true. Sancho! My armour, my sword! Forward Rocinante!lukelightning said:Stupidity is not against the paladins' code.![]()
Rystil Arden said:Wow, what was the Paladin's player thinking? Skeleton dragons have way too many hit dice for a Paladin to turn, even a high-level Paladin. Even the first turn attempt was a serious tactical blunder. By the sixth time, he was just tilting at windmills.
Even the first time was patently foolish. The dragon skeleton in the SRD has 19 Hit Dice and is CR 8. Assuming the Paladin is level 8, making this battle a routine and easy encounter (which it seems it was not), the Paladin would turn as a level 5 Cleric, meaning if he got a really lucky roll that totalled 22 or higher he could turn a 9 HD opponent.Greg K said:I can understand the first attempt. Maybe the second. And now I recall exactly what made me strip him of some spellcasting ability- Previously, he did a similar tactic against an other undead creature. He failed twice and was about to try for a third time and I pointed out his tenets and gave him a voice of deity's disapproval. Against the dragon, he was doing it again and it would have resulted in the death of the rogue and wizard if not a tpk.
Raven Crowking said:If you think you take the opponent without harming the horses, you do it. If you think the horses are your opponent's weak spot, you exploit it. Easy as that.
lukelightning said:Stupidity is not against the paladins' code.![]()