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General Tabletop Discussion
*Pathfinder & Starfinder
Infernal pacts - appropriate for player characters?
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<blockquote data-quote="Lurks-no-More" data-source="post: 3856940" data-attributes="member: 8226"><p>I disagree with you about the "perfect heroes" during the cold war, but agree about the boringness of that kind of characters. This doesn't mean I oppose heroes or heroism, quite the opposite. In my opinion, a character without any dark shades, moral doubts, weak spots etc. cheapens the value of goodness; where is the virtue, if you are never tempted?</p><p></p><p>(Of course, people have all too often gone overboard in the other direction; for example, the so-called Iron Age superheroes who are just as ridiculous and much less interesting or appealing as their too-shiny predecessors.)</p><p></p><p></p><p></p><p>The chief difference there is that the nBSG has production values and acting worlds above the original series, and actually looks at how the survivors of an apocalypse might react.</p><p></p><p></p><p>Bond in the books (and in the few earliest movies) is a sexist, snobbish and quite brutal bastard, whose job includes killing very often. (That's the whole point of his 007 classification; he is willing to, capable and licensed to kill.)</p><p></p><p></p><p>I really doubt that; stories about Lawful Stupid, stick-up-their-ahem paladins are as old as the class. In the older editions, however, the paladin's code was spelled out in more depth (or at least bredth) than in 3.*, which may have helped with the corner cases.</p><p></p><p></p><p>In my experience, people are dissatisfied with paladins since the players and GMs tend to have very different opinions of where, exactly, the paladin's limits are. (That, and clerics tend to be mechanically better as spellcasting holy warriors anyway.) Furthermore, the inflexibility of paladin's code brings out the worst in many gamers, leading to never-ending threads about orc babies etc.</p><p></p><p></p><p>I'm not denying that people now like and want dark(er) heroes and themes; what I disagreed with was your implication that this is somehow a new issue (or a sign of shallowness). As for the drow, they are if anything even nastier these days. It's just that a lot of people want to play the non-NE or CE outlier individuals.</p><p></p><p></p><p>Good thing that there are going to be at least shadow and fey pacts as well, isn't it?</p><p></p><p></p><p>Well, those are pretty good books. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> And, as you yourself mentioned, they are not new ideas by any means, and have a basis in folklore and myth; if anything, we should wonder why a thing like a wizard's staff has been portrayed as little more than a grenade launcher in D&D for years?</p></blockquote><p></p>
[QUOTE="Lurks-no-More, post: 3856940, member: 8226"] I disagree with you about the "perfect heroes" during the cold war, but agree about the boringness of that kind of characters. This doesn't mean I oppose heroes or heroism, quite the opposite. In my opinion, a character without any dark shades, moral doubts, weak spots etc. cheapens the value of goodness; where is the virtue, if you are never tempted? (Of course, people have all too often gone overboard in the other direction; for example, the so-called Iron Age superheroes who are just as ridiculous and much less interesting or appealing as their too-shiny predecessors.) The chief difference there is that the nBSG has production values and acting worlds above the original series, and actually looks at how the survivors of an apocalypse might react. Bond in the books (and in the few earliest movies) is a sexist, snobbish and quite brutal bastard, whose job includes killing very often. (That's the whole point of his 007 classification; he is willing to, capable and licensed to kill.) I really doubt that; stories about Lawful Stupid, stick-up-their-ahem paladins are as old as the class. In the older editions, however, the paladin's code was spelled out in more depth (or at least bredth) than in 3.*, which may have helped with the corner cases. In my experience, people are dissatisfied with paladins since the players and GMs tend to have very different opinions of where, exactly, the paladin's limits are. (That, and clerics tend to be mechanically better as spellcasting holy warriors anyway.) Furthermore, the inflexibility of paladin's code brings out the worst in many gamers, leading to never-ending threads about orc babies etc. I'm not denying that people now like and want dark(er) heroes and themes; what I disagreed with was your implication that this is somehow a new issue (or a sign of shallowness). As for the drow, they are if anything even nastier these days. It's just that a lot of people want to play the non-NE or CE outlier individuals. Good thing that there are going to be at least shadow and fey pacts as well, isn't it? Well, those are pretty good books. :) And, as you yourself mentioned, they are not new ideas by any means, and have a basis in folklore and myth; if anything, we should wonder why a thing like a wizard's staff has been portrayed as little more than a grenade launcher in D&D for years? [/QUOTE]
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Infernal pacts - appropriate for player characters?
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