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Paladin problems
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<blockquote data-quote="Byrons_Ghost" data-source="post: 1978420" data-attributes="member: 7396"><p>Another option: rechannel. Find an actual crusade, quest, or whatever to take up his time. </p><p></p><p>Odds are, he's doing this to emphasize his paladin's code and holy status and all that. And that's good for players to do, though for some reason it always ends up being something odd like this (sidenote: a cleric IMC captured an evil orc and decided to beat on him until he "repented", reasoning that it was the only thing orcs understood. This was a cleric of a pacifistic diety, mind you, and also shortly after she'd miss the chance to redeem a bard NPC who was basically good but had done some evil acts in order to save a family member. I just don't get it...)</p><p></p><p>Anyhow, if he has a paladin mission to focus on, this will probably take the place of his random attempts at redemption, and still give him what he's looking for. And, as has been said, you can always throw a redemption plot into the mix later. Since paladins are lawful as well as good, and since he (presumably) has some sort of superior to report to, you can use that to influence his actions.</p><p></p><p>Another thing, that's even more metagame-y; I find it sometimes helps in my games to differentiate among monsters and NPCs, which ones are worthy of the players' attention and which ones should be dealt with for one scene and then promptly forgotten. The players might've thought that Xognar, king of all the gnolls, would make a good ally. But if he's described as "unnamed gnoll #6", they're likely to kill him, take his stuff, and move on.</p><p></p><p>Edit: another option for controlling the redemption attempts is the detect evil ability. If a bit more granularity is added to the ability, the paladin might be able to detect which foes might have the potential to redeem, and which ones should be destroyed. The MM "always/often/mostly evil" categories would be good guidelines. Of course, expanding detect evil like this might prod the PC more in the "detect and smite" area, so it'd really come down to the wording. Rather than describing foes as "irredeemably evil", described their opposites as "evil, but with potential for good."</p><p></p><p>If he keeps going on the "capture and redeem" strategy even for the ones with potential, have the captured foes start doing some damage- either to the paladin, or even better, to innocent bystanders. Evil creatures are going to respond to force in kind, which is why the paladin shouldn't be using it. I wouldn't do this for the first time, though; only after persistent problems.</p></blockquote><p></p>
[QUOTE="Byrons_Ghost, post: 1978420, member: 7396"] Another option: rechannel. Find an actual crusade, quest, or whatever to take up his time. Odds are, he's doing this to emphasize his paladin's code and holy status and all that. And that's good for players to do, though for some reason it always ends up being something odd like this (sidenote: a cleric IMC captured an evil orc and decided to beat on him until he "repented", reasoning that it was the only thing orcs understood. This was a cleric of a pacifistic diety, mind you, and also shortly after she'd miss the chance to redeem a bard NPC who was basically good but had done some evil acts in order to save a family member. I just don't get it...) Anyhow, if he has a paladin mission to focus on, this will probably take the place of his random attempts at redemption, and still give him what he's looking for. And, as has been said, you can always throw a redemption plot into the mix later. Since paladins are lawful as well as good, and since he (presumably) has some sort of superior to report to, you can use that to influence his actions. Another thing, that's even more metagame-y; I find it sometimes helps in my games to differentiate among monsters and NPCs, which ones are worthy of the players' attention and which ones should be dealt with for one scene and then promptly forgotten. The players might've thought that Xognar, king of all the gnolls, would make a good ally. But if he's described as "unnamed gnoll #6", they're likely to kill him, take his stuff, and move on. Edit: another option for controlling the redemption attempts is the detect evil ability. If a bit more granularity is added to the ability, the paladin might be able to detect which foes might have the potential to redeem, and which ones should be destroyed. The MM "always/often/mostly evil" categories would be good guidelines. Of course, expanding detect evil like this might prod the PC more in the "detect and smite" area, so it'd really come down to the wording. Rather than describing foes as "irredeemably evil", described their opposites as "evil, but with potential for good." If he keeps going on the "capture and redeem" strategy even for the ones with potential, have the captured foes start doing some damage- either to the paladin, or even better, to innocent bystanders. Evil creatures are going to respond to force in kind, which is why the paladin shouldn't be using it. I wouldn't do this for the first time, though; only after persistent problems. [/QUOTE]
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