D&D 5E Paladin just committed murder - what should happen next?


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True, barring magical compulsion. But his god can still send him bad dreams.
Okay, sure, in a fiction, this is certainly a cool thing, but the dream sequence above has nothing to do with the character, but rather the DM berating the player with a melodrama of how they're wrong about their character. I'd have been fine with a simple, "Your character has had dreams about the events over the last few days. They're starting to interfere with the character's sleep." This, at least, stays focused on the character instead of a drama featuring the player, and perhaps directs the player to seek advice from superiors.

I am, however, still leery of this because it's toeing the line of telling the player how to play their PC. If you think your player is playing with bad intent, then this isn't even an issue for in-game anything. Either you trust your player is playing with good intent or you do not. If you do, then let them play -- don't play for them or correct them because they're not doing it how you would. Let the game happen.
 

Dungeons and Dragons is not a game where you get to tell players how their character feels.

Fundamentally, I agree. For sure.

I'm just not sure why, because in the real world I often don't get to choose how I feel about something in the moment. Upon reflection and practice, sure, but in the moment...?

I don't know. Feelings aren't always (or even often) decisions, I guess.
 

Manage expectations.
During our session tonight, the party's paladin got in trouble. He was carrying an injured NPC to safety. Unfortunately, an adult dragon cornered him.
"Give me that man, and you can live. I hunger" it said. I had hoped he would stare it down with a bit of god-fuelled determination.
"OK" Said the paladin, and the dragon flew off with the screaming man.
The player admitted, 'I wanted to live'. He figured he should live to fight another day (and continue on the world-saving adventure the party are part way through).
I don't want to punish the player so much that he drops out of the game, but I think there have to be repercussions (ours is not a slapstick murderhobo game).
He is 7th level with a level of warlock (! I know...)
How would you handle this. If he becomes an oathbreaker, does that replace his previous paladin levels, so he becomes a 7th level oathbreaker?
Is that too punishing?
If he becomes an oathbreaker, I plan to talk to him about taking a vow to find a way back into his gods good graces, such as by returning to slay the dragon AND find resurrection for the dead man.

I hope you give us an update. What you and the player do from here may give us insight for when we find ourselves similarly confounded.
 

Whaddya talking about? People always have calm, reasonable conversations about Paladins and breaking their oath.

I mean, maybe we can spice it up a little. "So, do you think Paladin oath-breaking is a part of player empowerment, or is it more like the primacy of magic over martial characters and the reason that 4e was a failed edition?"

Or just simplify everything- "Isn't an oathbreaker really just a Warlord?"
TBH I’m a bit surprised that paladin and alignment discussions aren’t verboten. Along the lines of politics and religion lol.

Moderators, Please don’t do that to us!
 

Fundamentally, I agree. For sure.

I'm just not sure why, because in the real world I often don't get to choose how I feel about something in the moment. Upon reflection and practice, sure, but in the moment...?

I don't know. Feelings aren't always (or even often) decisions, I guess.
It's not the same thing.

The PLAYER is deciding how the CHARACTER is feeling. The character may have absolutely no control over their emotions in the moment. For example, a barbarian might fly into a berserk rage at a very inconvenient time because he loses control of his temper. However, the player is knowingly choosing that for him by activating his rage ability.

How the character feels is the player's purview in D&D, not the DM's.
 

It's not the same thing.

The PLAYER is deciding how the CHARACTER is feeling. The character may have absolutely no control over their emotions in the moment. For example, a barbarian might fly into a berserk rage at a very inconvenient time because he loses control of his temper. However, the player is knowingly choosing that for him by activating his rage ability.

How the character feels is the player's purview in D&D, not the DM's.

Save vs. Fear (Wisdom DC : 13) See how easy that was?
 

Save vs. Fear (Wisdom DC : 13) See how easy that was?
a) such things are typically a special ability, rather than at the whims of the DM; in fact, a PC can use a special ability to attempt to influence the way another PC is feeling, but under other circumstances it is bad form for another player to try to dictate how a player plays their character

b) note how the player gets a saving throw; it is the dice that are deciding, not the DM

c) even in the case of a failed saving throw, the player still has the ability to decide how the character feels within the limits of the effect; for example, the 5e frightened condition allows the character to continue fighting, albeit with disadvantage, if the player decides the character is both afraid and angry
 

Fundamentally, I agree. For sure.

I'm just not sure why, because in the real world I often don't get to choose how I feel about something in the moment. Upon reflection and practice, sure, but in the moment...?

I don't know. Feelings aren't always (or even often) decisions, I guess.

I largely agree. It's just that D&D is not that sort of game. I happen to love that sort of game. Masks, Monsterhearts, Vampire - The Requiem Second Edition, Exalted Third Edition, Legend of the Five Rings Fifth Edition, and Pendragon are some of my favorite games.
 

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