How To Play A Paladin Correctly.

Rashak makes several good points but the problem is his guidelines create cookie cutter Paladins. There is nothing wrong with playing a zealot, killing machine paladin or a pious, peaceful one. Paladins can be fanatics set to stamp out evil everywhere as often as church tithing helpers of the helpless.

The other issue is the Code often varies from Deity to Deity, Campaign to Campaign, and DM to DM. The concept of the Paladin might be patterned somewhat on Arthurian knights, Japanese Samurai or Knights of the Templar. The result is a completely different code of conduct.

If you are the DM and you dont like how a player is playing a Paladin then part of the problem is your fault. You should talk to the player and give him an outline of the virtues of his Paladin order. Then he cant looked so shocked when you tell him he just fell from grace.
 

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Paladins in my campaign world are quite different from what many describe. My vision of Paladins sees them as a kind of Force Recon for the church. They are the few & the proud who go out looking for the Forces of Evil instead of waiting for them to come looking for us. Supernatural Evil, to be more specific. They hunt demons and undead, caring little for a person who may be a jerk (evil, but not Evil, if you follow me).

My campaign has a view of supernatural Evil that is tinged with HP Lovecraft, HR Giger, and Clive Barker. Unlike most Lovecraftian horrors, the beasts can be defeated by us mortals, but they're scary and freaky and, even in victory, one does not go unaffected by the encounter.

Paladins in such a world are aggressive, distant, somewhat scary people. They always keep their sword hand free, they sleep with one eye open, and they ain't afraid o' nuthin'. In the modern world, my Paladins would almost always be diagnosed with PTSD, having literally looked Hell in the eye and spit in it. Thanks for Nietzsche quote; it's a much more poetic descriptor than "they're kinda nuts."

Paladins are first-and-foremost concerned with destroying Evil. If they have to kill some Dominated humans and burn down the village in order to kill the master vampire, so be it. Clerics, on the other hand, are the people-friendly folks who tend to the needs of the common man. When faced with Evil, a Cleric is more likely to "play defensively", avoiding collateral damage and ensuring the safety of the flock above all else.

A perfect illustration of the difference, and potential conflict, between Cleric & Paladin is in "Reign of Fire": Christian Bale is a Cleric, and Matthew McConaughey is a Paladin.

Other good examples of this variety of Paladin are the vampire hunters: Blade and Jack Crow ("John Carpenter's Vampires"). Buffy Summers & Angel are borderline; I could make an argument, either way. By this reckoning, Faith was a Paladin who became an Anti-Paladin and eventually found redemption, blah blah, you know the story, I'm sure...
 

There is no one right way to play a paladin. IMC, all paladins are members of a knightly order from a certain kingdom. Your code, and thus the proper way to play, depends greatly upon which kind of paladin you are. Some are fierce combatants, others deeply religious, still others artistic and romantic. I also throw out the MC restriction to make it easier to allow more types of paladins.
 

I've said it before and I'll say it again. Watch Samurai Jack.

If you play a Paladin like Jack, you'll do fine.

That's not to say that other types of Paladins are wrong. But if you're trying to grasp the concept of a valiant and virtuous Lawful Good warrior who follows a code of honor, Jack is an excellent example. And watching the cartoons for research is great fun! :)

I realize that this concept may be a bit simplistic, but I'd rather a player get the simple stuff right, and then build from there.
 

Two other Excelent examples for a Paladin or at least a Lawful Good character, are :

* Sir Tomas Moore from Man for all Seasons
* Anakis Finch from To Kill a Mocking Bird

Also, the DM and player need to agree on "What is a Paladin?" for that game.

-The Luddite
 

Oni said:
So how do you play a paladin correctly? What is your version of correct for a paladin.

How does someone play a paladin "correctly"?

If you have a DM who demands that paladins in his campaign MUST act a certain way, I guess the answer would be to do exactly what the DM says and make your paladin as predictable as possible.

If you have a more easy-going DM, I guess the answer would be to play your paladin the way you want to play him so that you'll have plenty of fun. :]

Me, I like my paladin to be the bravest character in the party, the most 'good' character in the party (good to the point of being at least a 'little' annoying to the other PCs), and I like him to be over-the-top generous from time-to-time.

:]
Tony
 

Here is the code I devolped for one branch of Paladins.

Codex of Honor

A righteous warrior always observes the rules of honorable warfare. The tenets of honor and chivalry are to be upheld even in the face of enemies that do not grant the same respects. Never strike a helpless opponent or one who is down and unable to defend himself.

Service to ones fellow man is the highest service one can undertake.

Law and justice are the cornerstones of a righteous society. Never subvert the rule of law in the name of expediency or put oneself above righteous authority.

Relentlessly pursue evil and destroy it, but never let the desire to smite the evils of the world take one outside the rule of law and justice. The ends do not justify the means.

Lethal force is not always the best option for dealing with evil. Do not let wrath cloud ones mind to other options that may lead to greater good.

Show the power and righteousness of Heironeous in every action and word. A righteous warrior can fight evil by providing an example of courage and good to all those who know him. Changing the hearts of men by example is one of the noblest ways to spread justice and law.

Be careful of who one associates with, the subtle influence of less righteous companions has been the downfall of many a noble warrior. A righteous warrior never associates with those he knows to be of questionable character.

Treachery and deceit are the tools of Hextor. Avoid them at all costs. Better to die a thousand deaths in the name of truth than to live by lying.

Beware the lure of riches and worldly possessions. The desire to acquire wealth and personal power will blunt the edge of a righteous warrior and cause him to center his attentions on things that do not spread law and justice, or show the power and humility of a knight of Heironeous. A knight who tithes half of his wealth to the church is blunting the lure of gold.

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Heironeous is the god of chivalry so his Paladins are holy warriors, they are the embodiment of honor, chivalry, and justice.

A lot of Paladins of the order have trouble keeping in thier minds of the tenent of not always using lethal force if a way to bring about more justice through non violence is there. It's difficult to remember at the time, and often isn't feasable, but a public execution of the evil warlord in front of the people of the lands he has raped is a much better reinforcement of the rules of law in the minds of all than killing him and telling everyone about it later. It's a difficult path to walk.

Is fighting and dying in a hopeless battle stupid? Not if the act of honor itself will inspire others to pick up the sword one day and carry on the fight or if it is the right thing to do. It's not winning the fight that defines the warrior, it's how he carries himself in the battle. Deceit and treachery used in battle may win the fight, but they cause the warrior to lose his own war with himself and decend into the realms of Hextor. The code is righteous, the blessings bestowed upon the Paladins of Heironeous is proof of that.

P.S. This is posted on Cannonfire along with a lot of other Greyhawk goodness.
 

Someone mentioned Knightly Orders... Templars were historically speaking very prone to heroic and foolish charges. They lacked military discipline and certainly seem similar to gung ho paladins we see all the time. :) Hospitalars apparently were more balanced knights.

(As for banking the Templars were number one thou.)

Ok I agree not all Paladins should follow my "ideas"... but certainly all posts have mentioned certain common "mistakes" in playing Paladins... the most common being that if something shines in the "Evil Radar" = Death Penalty. :)


Thanks for Nietzsche quote; it's a much more poetic descriptor than "they're kinda nuts."

Your welcome... I love Nietzsche quotes. The abyss quote is my favorite and fits in very well with D&D. Here are some more "paladin important" for you:

"Distrust all in whom the iompulse to punish is powerful." - Nietzsche

"God considered not action, but the spirit of the action. It is the intention, not the deed, wherein the merit or praise of the doer consists." - Peter Abelard (1079-1142)

"Modest dbout is called The Beacon of the Wise." - Shakeaspeare

"... in all of us, even in good men, there is a lawless wild-beast nature, which peers out in sleep." Book IX, 571d - Plato
 

If you are going to play a paladin "correctly" (i.e. in the most authentic manner possible) I have only one suggestion:

read The Song of Roland

The Peers (or Paladins) of Charlemagne are the source of the word, so I would think the source of the vision ;)

Barring that, read medieval versions of the tales of Sir Galahad.

I tend to be a straight-to-the-source-material kinda guy
 


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