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Paladin: Tricked Into Killing the Wrong Target
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<blockquote data-quote="Thia Halmades" data-source="post: 2723803" data-attributes="member: 35863"><p>Y'all realize this is part & parcel of Morgana looking like Guenevyr and shagging Arthur, thus having Modred and thus the wheels falling off, right? It's part of the same mythos; there was an evil act, trickery or not, and the punishment (destruction by the seed Arthur planted, his own 'crime' coming on him) was inherent to the "crime" itself. Of course, this is also from a time period when people believed nobility was a bloodline, and thus those people were better than the rest of us mere mortals. That aside.</p><p></p><p>This sort of thinking really doesn't apply to a D&D game, generally speaking. The Code is there to add to roleplaying and to give the Paladin an edge against evil. Can it hamstring them? Yep, and that's good (if not great) roleplaying right there. I have a Paladin NPC (named, amusingly, Thia Halmades) who's primary problem right now is that the code prohibits him from playing the same dirty political games as his adversaries. He can't step down from his position, because what little good he can do must be done, and without him, wouldn't be done. It's a major crux of the story arc, and makes the character tragic, because the code he adheres to is the same code which prohibits him from taking action.</p><p></p><p>Whether or not a Paladin is stripped of his powers is really DMO; so long as the ruling is consistent and the player's character isn't utterly ruined because he was so misled, I have no real problem with it. Mind you, if the player doesn't grasp the concept of Paladin, that's a whole 'nother problem.</p></blockquote><p></p>
[QUOTE="Thia Halmades, post: 2723803, member: 35863"] Y'all realize this is part & parcel of Morgana looking like Guenevyr and shagging Arthur, thus having Modred and thus the wheels falling off, right? It's part of the same mythos; there was an evil act, trickery or not, and the punishment (destruction by the seed Arthur planted, his own 'crime' coming on him) was inherent to the "crime" itself. Of course, this is also from a time period when people believed nobility was a bloodline, and thus those people were better than the rest of us mere mortals. That aside. This sort of thinking really doesn't apply to a D&D game, generally speaking. The Code is there to add to roleplaying and to give the Paladin an edge against evil. Can it hamstring them? Yep, and that's good (if not great) roleplaying right there. I have a Paladin NPC (named, amusingly, Thia Halmades) who's primary problem right now is that the code prohibits him from playing the same dirty political games as his adversaries. He can't step down from his position, because what little good he can do must be done, and without him, wouldn't be done. It's a major crux of the story arc, and makes the character tragic, because the code he adheres to is the same code which prohibits him from taking action. Whether or not a Paladin is stripped of his powers is really DMO; so long as the ruling is consistent and the player's character isn't utterly ruined because he was so misled, I have no real problem with it. Mind you, if the player doesn't grasp the concept of Paladin, that's a whole 'nother problem. [/QUOTE]
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