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<blockquote data-quote="Darth K'Trava" data-source="post: 1683987" data-attributes="member: 20587"><p>Paladin's Code of Conduct: The single most pain in the *** thing that you have to deal with. You and the player need to see eye-to-eye on what you expect from paladins and what he the player sees. I've had that as there was differences between my POV of paladins and the DM's. He thought paladins were CLOSER to their gods than a cleric(!). Which was different than my POV and the rest of the group. He'd expected more stuff from my cleric in a different game than he did from my paladin (of Tyr). I'd envisioned one as a "holy warrior"; a fighter who served a higher cause and had the special abilities that paladins had to further aid him. DM thought that I the paladin had to call on her god for practically everything. MY POV: the paladin was given those abilities so she DIDN'T have to beg her god for stuff.... </p><p></p><p>In a different game, there were differences between the DM and a player to playing paladins. Problems ensued due to a lack of communication although the player wasn't following his paladin's god's edicts more than anything and endangering the party because he didn't use the Detect Evil ability.</p><p></p><p>I'd expect slaughtering evil stuff left to Tormites not Tyrrians as Tormites are more apt due to their dogma to remove evil as I did with my Tormite cleric. Her main focus was removing evil (see sig <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p><p></p><p>If these "creatures" disguised as women and children were running without hurting anyone in the party or innocent bystanders, then I'd see that as an evil act. Even though they radiated evil.... but if they did nothing, then you the paladin should wait and see. Heck. Let the rest of the party engage them in combat. If they attack them, then wade in.</p><p></p><p>Rogues: if the party is unwilling to have any rogue, then don't have stuff that only rogues can overcome (ie. traps) I've got a DM who's been itching to have someone play a rogue but noone's taken the "bait". If there's not a ranger in the bunch to be the "scout", then make those ninjas hide/move silently/etc. check DCs not as high as noone's going to have high spot/listen skill ranks. Unless you've got a cleric or druid with a few ranks and very high wisdom.</p><p></p><p>PC to NPC: one rule: DON'T. It can be seen as favoritism and your way to coddle the group if things get rough. I hated it when the DM had a "tagger-along" in the party who could outshine the rest with her spellfire weilder abilities. Granted she was a plot point but still..... it made the rest of us look inadequate. </p><p></p><p>Hate to tell them, if they don't prepare for a desert trek, then they should face the consequences of their actions. Whiny babies here.</p><p></p><p>Mapping: yes, I can see that as a pain in the arse. I hated to have to slow down the pace so one guy could carefully draw out the dungeon on graph paper.</p></blockquote><p></p>
[QUOTE="Darth K'Trava, post: 1683987, member: 20587"] Paladin's Code of Conduct: The single most pain in the *** thing that you have to deal with. You and the player need to see eye-to-eye on what you expect from paladins and what he the player sees. I've had that as there was differences between my POV of paladins and the DM's. He thought paladins were CLOSER to their gods than a cleric(!). Which was different than my POV and the rest of the group. He'd expected more stuff from my cleric in a different game than he did from my paladin (of Tyr). I'd envisioned one as a "holy warrior"; a fighter who served a higher cause and had the special abilities that paladins had to further aid him. DM thought that I the paladin had to call on her god for practically everything. MY POV: the paladin was given those abilities so she DIDN'T have to beg her god for stuff.... In a different game, there were differences between the DM and a player to playing paladins. Problems ensued due to a lack of communication although the player wasn't following his paladin's god's edicts more than anything and endangering the party because he didn't use the Detect Evil ability. I'd expect slaughtering evil stuff left to Tormites not Tyrrians as Tormites are more apt due to their dogma to remove evil as I did with my Tormite cleric. Her main focus was removing evil (see sig ;) ) If these "creatures" disguised as women and children were running without hurting anyone in the party or innocent bystanders, then I'd see that as an evil act. Even though they radiated evil.... but if they did nothing, then you the paladin should wait and see. Heck. Let the rest of the party engage them in combat. If they attack them, then wade in. Rogues: if the party is unwilling to have any rogue, then don't have stuff that only rogues can overcome (ie. traps) I've got a DM who's been itching to have someone play a rogue but noone's taken the "bait". If there's not a ranger in the bunch to be the "scout", then make those ninjas hide/move silently/etc. check DCs not as high as noone's going to have high spot/listen skill ranks. Unless you've got a cleric or druid with a few ranks and very high wisdom. PC to NPC: one rule: DON'T. It can be seen as favoritism and your way to coddle the group if things get rough. I hated it when the DM had a "tagger-along" in the party who could outshine the rest with her spellfire weilder abilities. Granted she was a plot point but still..... it made the rest of us look inadequate. Hate to tell them, if they don't prepare for a desert trek, then they should face the consequences of their actions. Whiny babies here. Mapping: yes, I can see that as a pain in the arse. I hated to have to slow down the pace so one guy could carefully draw out the dungeon on graph paper. [/QUOTE]
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