LoneWolf23
First Post
Mach2.5 said:Actually, they do. Faith by itself is absolutely powerless. The elemental lords work as representatives of the plane in question and select individuals to carry out the fight between the planes themselves on Athas. The cleric-to-be oftentimes forms a pact with the elemental lords. The elemental lords though don't care about good and evil, or right and wrong. They only want the proliferation of their element. The size and power of each plane is mirrored by its abundance (or lack thereof) on Athas. Hence some elements are on the verge of extinction (such as the elemental plane of rain, and that of water) while others have grown in power tremendously (the plane of silt).
Sorry, but even those who are generally in favor (as seen here, as well as almost 3 years worth of debate on the topic over at the WOTC boards) of including the paladin agree that its probably best if altered. I'm not really against the paladin in general as much as I am against the copy pasted core class version of it. I've already tinkered the holy liberator, consecrated harrier, church inquisitor (each with highly altered flavor text) renamed simply liberator, harrier, and inquisitor respectively (though I've only gotten around to using the inquisitor).
The paladin's abilities themselves come from divine favor, something that there is none of on Athas. That means ditching most of the abilities that rely on that, leaving basically a fighter with morals. Restructure the abilities then to be fueled by psionics and you simply have a psychic warrior of sorts with a code of ethics attatched. Sorry, but most of the ways I can think of to work it (altered versions of the paly) could be more easily filled by other core classes that fit better. I'd be far more inclined to keep the code aspects as flavor than mechanicaly incorporated into the class. If a fighter wants to follow such a code, then by all means. If a PC wants to be heroic, I won't stop him. In a game though where a major theme is the debate over which is best, the needs of the few or the needs of the many, and where there is often a result of the ends justifying the means, a class that is based on such ideologies like honor, virtue, chivalry, etc cut more across the gain than I would allow.
A fine concept, for a fighter. Explain then where you can in this example (which I do like for a fighter mind you), the tribal protector gains spellcasting, the ability to heal others, becomes immune to disease, gains a special mount, etc.
Fine, then, don't give them spells. Like I suggested, you could use the non-spellcasting Paladin variant from The Complete Warrior. And you can explain other abilities such as Healing or a Mount Bond as being a pseudo-psionic "Spiritual Uplift" born of the Paladin's personal dedication.
Same question here. What divine source are you refering to? The closest thing to divine on Athas are the elemental planes and the lords there, and they're certainly not about holy crusades. People are nothing more than tools to them, to be used as such. Of course, its a fairly mutual view taken by the clerics too, many of which use the power gained by the elemental lords as a tool in their own agendas, rather than fanatic religeous worship (but all clerics are individuals, so there are some zealots among them who view it as religion). The Sorceror-King's were also in a way god-like, but there were not gods, not divine at all. A key aspect of their creation allowed them to 'tap' into the elemental planes and act as a channel for their templars to gain spells. Now, you could argue that lowly little mortals eventually learned also how to tap into this power, but that, IMO cheapens the SKs.
Well, the Paladins might have some bunk explanation such as "The Spirit of the City" or the like, but in game terms... Why -must- there be a well-defined source for their powers? Perhaps the Protectors of Tyr mysteriously appeared one day, fighting the good fight with powers that none, not even they, could explain. Perhaps they're a new kind of psionic adepts, perhaps they've become living vessels to some strange planar entities, perhaps they're unknowing dupes of a Sorceror-King...
The point is, if you keep it a mystery, you've got a lot of potential plot hooks...
I've used the general idea of the holy liberator PrC (albeit quite altered in the end) for this very aspect. In fact, there's even a precedent for it in the game in the near mythical tribe of ex-slaves known as The Free. Of course, like all things of Athas, the myths that talk of a group of people who set slaves free where ever and when ever they can is bunk. The Free do release slaves, but they release them to die in the deserts as freemen, not as slaves laboring away their last breath. They don't do it out of nobility, but out of sheer hatred and revenge against their former masters in the cities to disrupt the slave trade itself. That some slaves manage to live long enough to tell about the tribe is a side effect.
Extremely public acts? They'd be dead in a day. Everyone would be against them, from the common citizens who fear the templar's inquisitions, to the other slaves who would hope that turning in the Liberator would at least get them a reduced work load.
irdeggman said:Again Dark Sun is a setting where the distinction between good and evil is blurred, by design. Hence if there is no clear cut distinction where exactly does the PHB paladin fit in? As many people have pointed out a variation on the paladin could be created, but these are no longer paladins per the PHB (which is what the Dragon article was proclaiming to use). Elemental-based holy warriors are not true paladins. The variant paladins from UA are closer, but they still are lawful good and have the same restrictions on their code as do the PHB version - it is just a matter of how the 'enforce' their code.
Is Hammanu truely as Evil as Dregoth? He is a SK so by his very nature he has to be evil, but there are definitely shades of evil involved here. Hammanu cares deeply for his city and his charges. Paladins (per the PHB) can't really exist in a world where there are shades of evil, that is where there is no clear distinction between the guys in the white hats and the guys in the black hats.
Ok, now both of these points hammer in the idea that "Dark Sun is just Inhospitable to Heroism", which not only grates at my moral fiber (I believe that Good is Good, that Evil is Evil, and that choosing "The lesser of two evils" is still choosing Evil.), but also goes against the motto of D&D 3.5 which is "Options, Not Restrictions".
My point is, it's up to players and GMs to make the final call on what fits or doesn't fit in a given campaign, not the gaming company. If you don't think Paladins belong on a harsh, unforgiving world like Athas, then don't add them. If you want to add Paladins to your Dark Sun games as the last heroes of a world that has forgotten what heroism was, then more power to you.