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My Paladin killed a child molester (and now my DM wants to take away my powers!)
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<blockquote data-quote="Humanophile" data-source="post: 1566034" data-attributes="member: 1049"><p>I skipped from the first page to the last, so if this issue has already been raised and dealt with, pardon me.</p><p></p><p>My big question here is, what is the DM doing expecting the paladin to softpedal in an admittedly gritty game? If this were a high-fantasy heroics game, even a superhero style one, I'd have no problem with holding the paladin to a higher moral standard than usual; Batman never kills people, but then, his foes are relatively straightforwards and comparatively moral. Fiends and dragons may cackle and fight to the death, but human baddies usually surrender to be lead away in chains.</p><p></p><p>But in such a game, even the fiends usually have a hands-off policy on kids. Blind heroism is allowed because the enemies follow a code of sorts too, so it balances. In a "grittier" game, justice isn't even assured for the heinously guilty, so the good have to be judge, jury, and executioner all on their own, which is as it should be. High fantasy heroes have their perks and drawbacks, as do gritty ones, but it's best to avoid giving all the benefits (or penalties) of one without the other.</p><p></p><p>So I'm all for the paladin keeping his powers, and the DM asking what sort of tone he wants to set. If villians are obligated to boast their plans before placing the heroes in overly elaborate deathtraps, heroes are obligated to announce their attacks and hold mano-a-mano fights. If villians diddle little kids, heroes should take every tactical advantage they can, provided no innocents are harmed in the process. High fantasy cuts both ways.</p></blockquote><p></p>
[QUOTE="Humanophile, post: 1566034, member: 1049"] I skipped from the first page to the last, so if this issue has already been raised and dealt with, pardon me. My big question here is, what is the DM doing expecting the paladin to softpedal in an admittedly gritty game? If this were a high-fantasy heroics game, even a superhero style one, I'd have no problem with holding the paladin to a higher moral standard than usual; Batman never kills people, but then, his foes are relatively straightforwards and comparatively moral. Fiends and dragons may cackle and fight to the death, but human baddies usually surrender to be lead away in chains. But in such a game, even the fiends usually have a hands-off policy on kids. Blind heroism is allowed because the enemies follow a code of sorts too, so it balances. In a "grittier" game, justice isn't even assured for the heinously guilty, so the good have to be judge, jury, and executioner all on their own, which is as it should be. High fantasy heroes have their perks and drawbacks, as do gritty ones, but it's best to avoid giving all the benefits (or penalties) of one without the other. So I'm all for the paladin keeping his powers, and the DM asking what sort of tone he wants to set. If villians are obligated to boast their plans before placing the heroes in overly elaborate deathtraps, heroes are obligated to announce their attacks and hold mano-a-mano fights. If villians diddle little kids, heroes should take every tactical advantage they can, provided no innocents are harmed in the process. High fantasy cuts both ways. [/QUOTE]
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