Help me create a paladin's code checklist!

Aeric

Explorer
We see a lot of paladin threads here on EN World, and a lot of them have to do with specific situations. In every thread asking "what should I do in this situation?" the best advice given is "ask your DM what is appropriate behavior." Even better advice is to ask these questions before the character joins the game (or before you make him, that way you don't get stuck playing something you hate).

However, coming up with a complete list of moral grey areas to define before gameplay starts can be as tedious and challenging as wording a 2nd-edition Wish. So I thought it would be helpful if we could put our heads together and come up with a list of moral quandries that a potential paladin player (say that five times fast!) could present to his DM to prevent sticky situations in play.

Remember, we're not looking for answers here--that's the DM's job. Just questions.

I'll start with some of the obvious ones:
  • What is the appropriate response to someone/something who detects as evil in a non-combat situation (be it troll babies or a smarmy innkeeper)?
  • Is it okay to break the law if that law is an unjust one?
  • Are good and evil subjective in your world (societal values, i.e. one man's evil is another man's good), or absolute (troll babies radiate evil because it is in their nature to be evil, kill it before it eats my face!)?
 

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If given the choice between follow the ethical conducts that govern your lands or the moral conducts of your god/beliefs, which do you follow first?

Is having a god more important to you than having a code?
 

In my opinion, the absolute best code of conduct I ever saw for a paladin I found on ENworld.

Literally, it was the Boy Scout Code:

The Scout Motto
Be Prepared.
The Scout Slogan
Do a Good Turn Daily.
The Scout Oath
On my honor, I will do my best to do my duty to God and my country and to obey the Scout Law; to help other people at all times; to keep myself physically strong, mentally awake, and morally straight.
The Scout Law
A Scout is trustworthy, loyal, helpful, friendly, courteous, kind, obedient, cheerful, thrifty, brave, clean and reverent.

Note: nowhere in there does it say 'no drinking'. Morally straight would mean temperence in all things - a nice middle of the road approach.

Be prepared. Do good turns. Duty to God and Country. Keep strong physically and mentally. Your word is your honor. Be friendly and kind.

With the stereotypical 'orc baby' syndrome people like to inflict on paladins -- I guess under kind, they would do their best to protect a baby, be it elf, man, or orc.

No rules in there about lecturing others; lead by example.
 

Step Zero: Ask the DM how your character can answer moral questions. Will they be a Knowledge: religion check away? Or will the DM just sit there like a quiet lump when the moral question comes up?
 

Another comment, on the detecting evil constantly.

Look up detect evil. Depending on the hit dice/level of the creature/character, will determine the strength of the aura.

Lower levels - like innkeepers - may give off a seedy vibe.

Depending on the god, it's not the paladin's job to constantly be fighting evil and causing trouble; that is VERY chaotic. You must not actively aid evil. Killing an evil, smarmy innkeeper is not lawful (assault/murder) and not good.

Short form: It's up to the DM< but to me, a paladin who is actively acting as an inquisitor is more apt to be led the wrong way.

I think there's a pretty brutal standard that some DMs make paladins play by. In my games, paladins are allowed to live and do their best to be Good People, as their God would demand. But, throwing back a shot won't make you lose your paladinhood. Getting fall down drunk, however, will.
 


I like the Boy Scout oath idea, myself. It's a moral guide without being a bizarre straightjacket. (Leaving aside political comments about the current leadership of the Boy Scouts of America.)
 


Things I'd want to know as a paladin player, apart from what you've already listed:

1. To what extent is deception allowed? If we're on a mission to slay the high priest of ultimate evilness before he summons the demon prince who will destroy the world, what happens at the entrance to the temple? When his guards say "Who are you?", am I allowed to say "We're crazy demon cultists like you, just in from the crazy demon cult headquarters in the next town over... heard there was a demon summoning ritual going on, and we'd just love to help!"? Must I refrain from lying, but can get away with an ambiguous statement like "I have a special delivery for the high priest"? Or am I expected to declare "I am Sir Holier-Than-Thou, here to destroy your crazy demon cult - I'll wait here while you draw your sword, but then prepare to meet thy doom!"?

2. What position does the Code take on wine, women, and song? (Or, alternatively, sex, drugs, and rock-and-roll?)

3. Am I allowed to run away if the situation demands it?

4. What's the policy on surrendered enemies?

5. What's the policy on tolerance of other religions?

6. If the other PCs propose an action at odds with my Code (let's say torture of a prisoner for information), what are my options? Can I let them do it as long as I don't take part? Can I feign ignorance and remember an errand elsewhere? Must I try to talk them out of it? Must I try to talk them out of it or leave the party? Must I try to talk them out of it or stop them by any means necessary including deadly force?

7. Can I ignore a lesser evil in pursuit of a greater evil?

That's a start, anyway :)

-Hyp.
 


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