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Dragon No. 319 arrived today
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<blockquote data-quote="LoneWolf23" data-source="post: 1474331" data-attributes="member: 643"><p>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. </p><p> </p><p></p><p></p><p></p><p>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... </p><p></p><p>The point is, if you keep it a mystery, you've got a lot of potential plot hooks... </p><p></p><p></p><p></p><p></p><p></p><p>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". </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="LoneWolf23, post: 1474331, member: 643"] 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. 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... 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. [/QUOTE]
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