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Do paladins work in most games?
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<blockquote data-quote="kigmatzomat" data-source="post: 1335802" data-attributes="member: 9254"><p>The key phrase here is "willingly" group with evil. So a paladin on a quest into an evil land has little choice but to deal with evil. But just because they don't plan to be around the nasty piece of crud any longer than they have to doesn't mean they have to *say* it. </p><p></p><p>In the game I'm running now, a non-human NPC paladin finds himself constantly saving the evil rogue from death. His battle cry has almost become "(loud sigh) I'll save you, Burne." </p><p></p><p></p><p></p><p></p><p>I did something like this with a variant of the "staff of the 7 parts" plotline. 9 alignment-based artifacts that need to be gathered and recombined. These items inflict serious damage to those of incompatible alignments, pretty much requiring the assistance of "undesirables in it for their own personal improvement." By the same token, the nasty ones needed the others as well. </p><p></p><p>There was a degree of paladin-manipulating, but it was done to virtually every PC at one point or another. There were few real problems over the 3 years the game ran, despite having 12+ players and all 9 alignments. I think the large group provided a buffer. Well, that and the fact the paladin wasn't a hardliner and the chaotic evil cleric of Lloth thought of most of the party as friends. There were several surreal moments where the Cleric and Paladin agreed. </p><p></p><p>Paladin: "This necromancer is disruptive, has been nothing but trouble, and is not vital to our mission."</p><p>Cleric: "I agree. I think we should get rid of him before he causes irrevocable damage. "</p><p>Paladin: "?!!?"</p><p>Cleric: "I'm the impulsive one and he lacks style. Plus he's an arrogant git and his god is a piker."</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 1335802, member: 9254"] The key phrase here is "willingly" group with evil. So a paladin on a quest into an evil land has little choice but to deal with evil. But just because they don't plan to be around the nasty piece of crud any longer than they have to doesn't mean they have to *say* it. In the game I'm running now, a non-human NPC paladin finds himself constantly saving the evil rogue from death. His battle cry has almost become "(loud sigh) I'll save you, Burne." I did something like this with a variant of the "staff of the 7 parts" plotline. 9 alignment-based artifacts that need to be gathered and recombined. These items inflict serious damage to those of incompatible alignments, pretty much requiring the assistance of "undesirables in it for their own personal improvement." By the same token, the nasty ones needed the others as well. There was a degree of paladin-manipulating, but it was done to virtually every PC at one point or another. There were few real problems over the 3 years the game ran, despite having 12+ players and all 9 alignments. I think the large group provided a buffer. Well, that and the fact the paladin wasn't a hardliner and the chaotic evil cleric of Lloth thought of most of the party as friends. There were several surreal moments where the Cleric and Paladin agreed. Paladin: "This necromancer is disruptive, has been nothing but trouble, and is not vital to our mission." Cleric: "I agree. I think we should get rid of him before he causes irrevocable damage. " Paladin: "?!!?" Cleric: "I'm the impulsive one and he lacks style. Plus he's an arrogant git and his god is a piker." [/QUOTE]
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