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General Tabletop Discussion
*Pathfinder & Starfinder
Gods, paladin, and clerics.
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<blockquote data-quote="Kisanji Arael" data-source="post: 2716790" data-attributes="member: 20056"><p>As I see it, the role of the Paladin is the purest of the pure, and people on these boards expect the best of him. You talk of black and white ideals, but what are they? Some people expect 1: for him to uphold a good Christian moral code while some expect 2: for him to be the righteous justice of a lawless land, whichcreates a conflict. The problem is that paladins (or people with a moral structure) don't grow usually up in lawless lands, but by the same token, paladins should not be held to Christian moral codes, because they don't exist within D&D. In our world, killing is permanent. In our world, we don't know jack about the afterlife, at least compared to D&D, where it's very clearly defined.</p><p></p><p>Personally, I divide my Paladins into Redeeming, Protecting, Vanquishing, and Questing Knights (Arthurian standard). They each get much different sets of powers than the average Pally, and are only bound by their personal task, whatever it may be. I prefer this because it lets the players control a righeous knight who only cares about slaying dragons. And characters that care more for redeeming are bound to be much more RP oriented, so I give them more powers to compensate. However, the Redeemer (who is bound to the highest moral standard, approaching the Vow of Peace) gains more benefits and is overall a much better team player than the Vanquisher.</p><p></p><p>You did the right thing as a DM in that situation, just as he did the right thing as a player. I would even award him the few feats he missed over time. If you seek to change the Paladin, then you need to decide what moral standard (as the DM) you are going to hold them to, and tell them as such. If you want to branch it out, decide which aspect of righteousness you care most for, and shift the moral code to compensate.</p></blockquote><p></p>
[QUOTE="Kisanji Arael, post: 2716790, member: 20056"] As I see it, the role of the Paladin is the purest of the pure, and people on these boards expect the best of him. You talk of black and white ideals, but what are they? Some people expect 1: for him to uphold a good Christian moral code while some expect 2: for him to be the righteous justice of a lawless land, whichcreates a conflict. The problem is that paladins (or people with a moral structure) don't grow usually up in lawless lands, but by the same token, paladins should not be held to Christian moral codes, because they don't exist within D&D. In our world, killing is permanent. In our world, we don't know jack about the afterlife, at least compared to D&D, where it's very clearly defined. Personally, I divide my Paladins into Redeeming, Protecting, Vanquishing, and Questing Knights (Arthurian standard). They each get much different sets of powers than the average Pally, and are only bound by their personal task, whatever it may be. I prefer this because it lets the players control a righeous knight who only cares about slaying dragons. And characters that care more for redeeming are bound to be much more RP oriented, so I give them more powers to compensate. However, the Redeemer (who is bound to the highest moral standard, approaching the Vow of Peace) gains more benefits and is overall a much better team player than the Vanquisher. You did the right thing as a DM in that situation, just as he did the right thing as a player. I would even award him the few feats he missed over time. If you seek to change the Paladin, then you need to decide what moral standard (as the DM) you are going to hold them to, and tell them as such. If you want to branch it out, decide which aspect of righteousness you care most for, and shift the moral code to compensate. [/QUOTE]
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Gods, paladin, and clerics.
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