How to make a player stop being a paladin

ThorneMD

First Post
I have a player who constantly plays a paladin. The whole party is basically sick of the same character over and over again. Second of all he is the only person in the party who tries to make his character unstopable. I need help.

His defence in this is that a paladin is the most self-sufficient character class in the game.
 

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Either live with it and let the players work it out between themselves, live with it but discourage paladins in game (stricly enforce the code but give fair warning you will do so), say you are planning a campaign where paladins would be inconsistent with where you want the campaign to go, or ban them from the game across the board if you are starting a new campaign. Say they do not fit cosmologically in the setting and back it up with no core paladins or paladin roles in the setting.
 

I think druids are by far the most self sufficent class in the game. With the proper animal companions they dont need a fighter and with their spells, they dont need much else.
 

Tell the player that everyone is sick of his cookie-cutter characters. Start a smaller campaign and leave him out of it, but tell him it's because of the whole recycled paladin bit, and if he wants to play that badly, he'll whip up a new character. Personally, I get sick of Paladin's pretty quick, which is why I'm glad I only have to deal with the one.
 
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I wouldn't say Paladins are that self-sufficient. They can't really AVOID trouble at all; no invisibility, no flight, no way to detect traps. They don't have enough Feats to get all the good combat abilities (although the semi-brokenness of Divine Might et al makes up for that somewhat).

Campaigns with multiple Paladins CAN work; just look at Piratecat's.

The Achilles Heel of the Paladin, though, is the alignment. You MUST be Lawful Good, and you have a very strict code of conduct. This also extends to your party; if the rest of the group is Chaotic Neutral, you just wouldn't stay with them. If they go off stealing, a normal LG person might be able to live with it, but a Paladin wouldn't.
This especially works well in a world where morality is fuzzy. If Orcs are pure evil, then sure it's okay to slaughter them all, but if Orcs are just another race that happens to be at odds with the Humans, then it's not something a Paladin could do.

This causes Paladins (in my experience) to have a problem with political/social adventures. They'd fight against Robin Hood simply because he's a thief and because the King is the Law. The fact that he taxed too much and gave too few freedoms don't make him "Evil". It's nothing a feudal society doesn't expect. If no one is inherently Evil, his class abilities become practically useless.
(This only works if you have a VERY smart DM who can control the situations the players are in finely enough to have them siding with the Sheriff instead of Robin Hood. Control what decisions the Paladin is exposed to, and his code of conduct will force him to act the way you want him to.)

As to how to keep him from playing a Paladin? Here are the options I'd give, in order:
1> Tell the guy no, you're tired of him playing the same character over and over, and he either takes something different or finds a new group to join. People are allowed to have favorite classes.
2> Don't let him take any splatbook abilities. The pure-PHB Paladin is FAR less powerful. Remember, splatbooks are entirely DM's discretion.
3> Have the rest of the group be predominantly Chaotic-types. He wouldn't be able to rationalize, in-character, staying with a group like that, especially if you don't give them some sort of "greater good" mission yet.
4> Have the rest of the group be fighter-types or healers, and tell him the group needs a spellcaster. It's his turn.
5> Make it so that there are no Paladins in the world. Maybe there's no LG deity for them to follow. Maybe there's been a purge, and all of the holy orders were destroyed. Maybe it's only a local thing, where the campaign starts in a very chaotic city.
6> Nerf Paladins; after all, clearly if he plays ONLY Paladins they must be too powerful. Maybe they can't use piercing weapons (there go ranged attacks and lances). Maybe they don't get healing spells. Maybe they take a vow of poverty, and have to give away all loot to orphanages and such.
 
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Have (at least) one character play someone with evil tendencies. Then the rest of the party can choose to adventure with the mean guy, or the paladin.

You then have 2 groups, and choose which one you wish to DM. :)
 

Nah, Paladins are the easiest characters to mess with when you're the DM. Why? They HAVE to follow along because of their alignment.

My advice: create an adventure where the paladin is constantly being tested by his god. It requires sacrificing magic items and putting himself in danger for very little gain.

A character who is into becoming very powerful won't like it when his god tells him that he must enter that dungeon ... "without any armor."

When he starts to refuse, then you've got a fallen paladin... which are actually pretty cool.
 

Here's what you do. You hand this player a blank Paladin sheet, and tell him to make the best 10th-level character he can come up with. Let him use any splatbook he can get his hands on. Give him the standard PC character wealth, and let him take any magic item he can afford.

Once he's done, you look at the sheet and admire his work. Compliment him on his l33t munchkin skillz. Express amazement at the sheer power and invincibility of this wonderful bad-ass paladin.

Then take the sheet away and thank him for constructing the villain of your new campaign.

Pass out new sheets to everybody, and have them make 1st-level evil PCs.

If you're lucky, the munchkin will get pissed off and leave. :)
 

Start a new game and have everyone build a 1st level character. On the first game when everyone has their character out and ready to play. Tell them to pass their character to the right and tell them thats the character that they are playing.
 

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