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Oath of Vengeance Paladin?
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<blockquote data-quote="Chaosmancer" data-source="post: 6773453" data-attributes="member: 6801228"><p>Also just a random thought spark.</p><p></p><p>Part of the issue if you want to look to the class and the oath the reel him in is the fact that the player chose something like Alcohol.</p><p></p><p>Let's say he'd chosen the Cult of {insert bad guy here} instead. Nothing in the Paladin oath gives a time restraint on fighting your enemy. It is assumed they joined the party to look for and fight their enemy, but if they don't find them in the next town that doesn't mean the paladin leaves the party to fight the rampaging orcs by themselves to go searching for the cult. </p><p></p><p>There is a limited scale and focus generally assumed by the choosing of their enemy. This player chose something that is probably more universal than bread. Every single town and city is going to have at least one bar, it is one of the conceits of DnD. So, your player never gets that downtime of searching for their enemy, they can always find it easily. Even if they are questing for a big item to do even more damage to "alcohol" they can still find bars and drinks without any effort wherever they go. It removes the assumed on and off switch. </p><p></p><p>And part of this archetypes story is generally how they balance their hunt and those they love and care about, so while the oath doesn't state needing downtime, it is something that is assumed within the story of the class.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 6773453, member: 6801228"] Also just a random thought spark. Part of the issue if you want to look to the class and the oath the reel him in is the fact that the player chose something like Alcohol. Let's say he'd chosen the Cult of {insert bad guy here} instead. Nothing in the Paladin oath gives a time restraint on fighting your enemy. It is assumed they joined the party to look for and fight their enemy, but if they don't find them in the next town that doesn't mean the paladin leaves the party to fight the rampaging orcs by themselves to go searching for the cult. There is a limited scale and focus generally assumed by the choosing of their enemy. This player chose something that is probably more universal than bread. Every single town and city is going to have at least one bar, it is one of the conceits of DnD. So, your player never gets that downtime of searching for their enemy, they can always find it easily. Even if they are questing for a big item to do even more damage to "alcohol" they can still find bars and drinks without any effort wherever they go. It removes the assumed on and off switch. And part of this archetypes story is generally how they balance their hunt and those they love and care about, so while the oath doesn't state needing downtime, it is something that is assumed within the story of the class. [/QUOTE]
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