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[Intellectual challenge] Justify a paladin being a member of a thieves' guild
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<blockquote data-quote="Janx" data-source="post: 3682870" data-attributes="member: 8835"><p>As a DM, I'm less concerned abou the "legitimate authority" limitation. That can be rationalized one way or the other. And in fact, a good DM may allow some latitude in attitude, if he is to get a party together that isn't trying to kill each other or refuse to work together.</p><p></p><p>From the SRD, I glean the following behavior rules (<a href="http://www.d20srd.org/srd/classes/paladin.htm):" target="_blank">http://www.d20srd.org/srd/classes/paladin.htm):</a></p><p>must be of lawful good alignment</p><p>respect legitimate authority</p><p>act with honor (not lying, not cheating, not using poison, and so forth)</p><p>help those in need (provided they do not use the help for evil or chaotic ends)</p><p>punish those who harm or threaten innocents.</p><p>may adventure with characters of any good or neutral alignment</p><p>never knowingly associate with evil characters</p><p>discontinue an association with someone who consistently offends her moral code</p><p>may only accept henchmen, followers, or cohorts who are lawful good</p><p></p><p>So to sum up, the paladin can't hang out with evil people, or do evil things. Therefore, the members of the Guild can't be evil, and they can't do evil things. The Paladin won't be able to help with some less honorable tasks (stealing or swindling).</p><p></p><p>The paladin might be able to act as a highwayman (Stop villain! Surrender your money or face my steel in combat). But anymore than that might be pushing the limits of the code of conduct too far.</p><p></p><p>Played strictly, a Paladin will have a hard time playing with any party that isn't deliberately designed to work with the paladin. And that restricts other players fun (and I'm all for players making PCs that can work together, but when somebody says "I wanna be a paladin", everybody else has gotta fall in line and that's rather unfair).</p><p></p><p>Let's get back to the OP, however.</p><p></p><p>Here's the ideas I've seen so far in this thread:</p><p>corrupt government, paladin finds unlikely allies</p><p>honor debt to a rogue/guild</p><p>paladin is fed info to work against guild's enemies</p><p>honorary membership in guild due to past good deed</p><p></p><p></p><p>Here's some others:</p><p>paladin is forced to work for guild (threatened, magically induced)</p><p>paladin is sent as liason to guild for some cooperative project (has to tolerate them because of orders and specificity of the mission)</p><p>rival guild which is more bloodthirsty than 1st guild is setting up in town, paladin needs help, so he forms a truce with 1st guild)</p></blockquote><p></p>
[QUOTE="Janx, post: 3682870, member: 8835"] As a DM, I'm less concerned abou the "legitimate authority" limitation. That can be rationalized one way or the other. And in fact, a good DM may allow some latitude in attitude, if he is to get a party together that isn't trying to kill each other or refuse to work together. From the SRD, I glean the following behavior rules ([url]http://www.d20srd.org/srd/classes/paladin.htm):[/url] must be of lawful good alignment respect legitimate authority act with honor (not lying, not cheating, not using poison, and so forth) help those in need (provided they do not use the help for evil or chaotic ends) punish those who harm or threaten innocents. may adventure with characters of any good or neutral alignment never knowingly associate with evil characters discontinue an association with someone who consistently offends her moral code may only accept henchmen, followers, or cohorts who are lawful good So to sum up, the paladin can't hang out with evil people, or do evil things. Therefore, the members of the Guild can't be evil, and they can't do evil things. The Paladin won't be able to help with some less honorable tasks (stealing or swindling). The paladin might be able to act as a highwayman (Stop villain! Surrender your money or face my steel in combat). But anymore than that might be pushing the limits of the code of conduct too far. Played strictly, a Paladin will have a hard time playing with any party that isn't deliberately designed to work with the paladin. And that restricts other players fun (and I'm all for players making PCs that can work together, but when somebody says "I wanna be a paladin", everybody else has gotta fall in line and that's rather unfair). Let's get back to the OP, however. Here's the ideas I've seen so far in this thread: corrupt government, paladin finds unlikely allies honor debt to a rogue/guild paladin is fed info to work against guild's enemies honorary membership in guild due to past good deed Here's some others: paladin is forced to work for guild (threatened, magically induced) paladin is sent as liason to guild for some cooperative project (has to tolerate them because of orders and specificity of the mission) rival guild which is more bloodthirsty than 1st guild is setting up in town, paladin needs help, so he forms a truce with 1st guild) [/QUOTE]
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[Intellectual challenge] Justify a paladin being a member of a thieves' guild
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