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General Tabletop Discussion
*TTRPGs General
How To Play A Paladin Correctly.
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<blockquote data-quote="nopantsyet" data-source="post: 1183139" data-attributes="member: 3109"><p>First of all, I think a player should always outline a specific code for his paladin on paper. The class description starts you in the right direction, but you have to look at the paladin's god, and more specifically, at the paladin's relationship with that god. Everybody who practices religion internalizes and expresses it in their own way--even if they are a member of a very dogmatic religion, like Catholicism or Islam. </p><p></p><p>The code should include--as these religions do--not just proscribed acts, but guidelines for interaction. So, to take a Chrisitian frame of reference, you need your ten commandments and your beatitudes. Continuing on, it should also address views on matters such as proselytization, association with unbelievers and sinners, and the all important "rules of engagement."</p><p></p><p>Armed with that, the paladin has only a basic framework for conducting him/herself. Now comes the fun part, when the DM takes his copy of the code and decides how the god feels about it (secretly, of course) and creates situations where the paladin will be morally challenged. </p><p></p><p>For the paladin's part, he/she must now bear the mantle of upholding that code, and examining every thought, word, and action continuously, agonizing over whether they are living up to their code, which should be nigh impossible since the paladin must set godly goals. Since the paladin is imperfect and always failing in (hopefully) small ways, part of praying for spells could include the deliberate act of self-judgement and repentence. </p><p></p><p>All of this devotion and turmoil should provide much roleplaying enjoyment for the true paladin.</p></blockquote><p></p>
[QUOTE="nopantsyet, post: 1183139, member: 3109"] First of all, I think a player should always outline a specific code for his paladin on paper. The class description starts you in the right direction, but you have to look at the paladin's god, and more specifically, at the paladin's relationship with that god. Everybody who practices religion internalizes and expresses it in their own way--even if they are a member of a very dogmatic religion, like Catholicism or Islam. The code should include--as these religions do--not just proscribed acts, but guidelines for interaction. So, to take a Chrisitian frame of reference, you need your ten commandments and your beatitudes. Continuing on, it should also address views on matters such as proselytization, association with unbelievers and sinners, and the all important "rules of engagement." Armed with that, the paladin has only a basic framework for conducting him/herself. Now comes the fun part, when the DM takes his copy of the code and decides how the god feels about it (secretly, of course) and creates situations where the paladin will be morally challenged. For the paladin's part, he/she must now bear the mantle of upholding that code, and examining every thought, word, and action continuously, agonizing over whether they are living up to their code, which should be nigh impossible since the paladin must set godly goals. Since the paladin is imperfect and always failing in (hopefully) small ways, part of praying for spells could include the deliberate act of self-judgement and repentence. All of this devotion and turmoil should provide much roleplaying enjoyment for the true paladin. [/QUOTE]
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