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Paladin of Helm - Help?
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<blockquote data-quote="Rune" data-source="post: 5844083" data-attributes="member: 67"><p>I think you misunderstand me. I'm not suggesting that you <em>push</em> anything, rather that you put the paladin in situations that allow him to explore his relationship with his code. Without a specific code, it's a little harder, but not impossible...it just becomes implicit.</p><p></p><p>It is, of course, entirely up to the player whether or not he wants to follow up on these situations (or even notice them), but presumably even a kid knows that the character he has chosen has a set of beliefs that he lives his life by, even if the player doesn't particularly care to know what, precisely, they are.</p><p></p><p></p><p></p><p>Well, <em>there</em> you go! With the "sociopath" in the party, you've got all the hooks you need, and you barely have to do a thing. Just give the paladin people to protect and incentive for the sociopath to want to kill the charges (when necessary, which it probably won't be).</p><p></p><p>Or, you could charge the Paladin with protecting the <em>rogue</em>! Hilarity ensues!</p><p></p><p>As for specific tenets of the faith...a few questions are in order:</p><p></p><p><strong>Whom, and under what conditions, does Helm protect?</strong> (The weak? Bullies that have been newly humbled by the party? Captured prisoners?)</p><p></p><p><strong>By what means, and to what extent, do the agents of Helm protect?</strong> (Is offense the best defense? Are first strikes allowed?)</p><p></p><p><strong>Does the quality and extent of protection offered by the agents of Helm relate to the protected individual's capacity to tithe to the church of Helm?</strong> (If so, what is the degree of variance?)</p><p></p><p><strong>Are there wandering protectors in the service of Helm, or are all protectors specifically charged with missions from the church?</strong> (If there <em>are</em> wandering protectors, could the PC be one--most of the time? It would probably simplify things--and would also free him up to interpret his own role on a case-by-case basis.)</p></blockquote><p></p>
[QUOTE="Rune, post: 5844083, member: 67"] I think you misunderstand me. I'm not suggesting that you [i]push[/i] anything, rather that you put the paladin in situations that allow him to explore his relationship with his code. Without a specific code, it's a little harder, but not impossible...it just becomes implicit. It is, of course, entirely up to the player whether or not he wants to follow up on these situations (or even notice them), but presumably even a kid knows that the character he has chosen has a set of beliefs that he lives his life by, even if the player doesn't particularly care to know what, precisely, they are. Well, [i]there[/i] you go! With the "sociopath" in the party, you've got all the hooks you need, and you barely have to do a thing. Just give the paladin people to protect and incentive for the sociopath to want to kill the charges (when necessary, which it probably won't be). Or, you could charge the Paladin with protecting the [i]rogue[/i]! Hilarity ensues! As for specific tenets of the faith...a few questions are in order: [b]Whom, and under what conditions, does Helm protect?[/b] (The weak? Bullies that have been newly humbled by the party? Captured prisoners?) [b]By what means, and to what extent, do the agents of Helm protect?[/b] (Is offense the best defense? Are first strikes allowed?) [b]Does the quality and extent of protection offered by the agents of Helm relate to the protected individual's capacity to tithe to the church of Helm?[/b] (If so, what is the degree of variance?) [b]Are there wandering protectors in the service of Helm, or are all protectors specifically charged with missions from the church?[/b] (If there [i]are[/i] wandering protectors, could the PC be one--most of the time? It would probably simplify things--and would also free him up to interpret his own role on a case-by-case basis.) [/QUOTE]
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