Paladins - Codes of conduct?

Inconsequenti-AL

Breaks Games
Some Code of Conduct questions:

Do you use a written down code for Paladins?

What goes in it? What's it based on?

How detailed do you make it?

Is it precise or vague?

How strictly is it enforced?

I probably shouldn't ask - but any real horror stories about them?
 

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Have a look at the Oathsworn Paladin (link in sig) for an example of possible codes of conduct for a paladin. You don't have to tie the codes to the loss of abilities, just use them as inspiration.
 

I wrote the following up for the paladin in my game:

The following edicts and observations, gathered and
compiled by the most knowledgeable theologians in
Pelor's service, comprise the code by which Pelor's
paladins must live by to maintain their status. These
are from about four primary sources -- religious texts
and transcriptions.

Note that because Pelor is a Neutral Good deity, His
code differs substantially from that of a God of
Valor, such as Heironeous, and even more so from a God
of Retribution, like St. Cuthbert.

In no particular order:

* "Do not suffer evil to thrive."

* "Evil associates with evil, as lowly things under
rocks, and likewise squirm in the warm glow of the
Sun."

(The interpretation of this passage is that paladins
are strictly forbidden to maintain evil companions.)

* "Obey just laws."

* "Promote just laws wheresoever thou goest, and
likewise speak boldly against the unjust."

* "The Sun is warm gold and the Moon is lustrous
silver. Are not both beautiful and worthy? But when
both hang in the sky, doth the Sun not outshine His
sister?"

(This passage is interpreted to mean that where Good
and Law -- even just Law -- conflict, Good must be
held higher.)

* "Offenders, be they redeemable, treat with as thou
wouldst thy brother; but do not suffer the
irredeemable to live."

(I'm considering a house rule that only irredeemably
evil creatures ping for a Peloric paladin, but
infallibly so.)

* "Of all the Sun-like qualities in mortals, Mercy and
Compassion are those most beloved of Pelor."

* "Cowardice is to be despised in ourselves, second
only to the wasting of a good life."

(This passage means that paladins need not throw their
lives away, even to combat evil. But note that likely
death, or even CERTAIN death, is not necessarily
"wasting a life." Martyrs are fairly common in Pelor
worship.)

* "Pelor does not shine in ambush behind dark clouds."

(This aphorism has been interpreted to mean that a
Paladin of Pelor must behave honorably in life and in
battle. In truth, only truly questionable tactics --
or those "dishonorable" tactics that become relied
upon or habitual -- seem to earn Pelor's disapproval.
As above, Pelor places more emphasis on Good than upon
manifestations of Law such as "honor.")

* Undeath is an abomination to be purified beneath the
Sun."

Any questions or comments, feel free to speak up.


Jeff
 


Telperion said:
Player's Guide to Monks and Paladins
It is a great book and resource whether you are running Scarred Lands or not. A friend of mine has it, and I have perused it to the point that he is begging me to buy my own copy.
 
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I go with the book or boy scouts ;)

Player and DM should get together on it and discuss a few items.
1. the paladins god - I have seen players that don't know anything about their god.
2. the code - while the general code is good it should be applied to the god, players and DM should talk a few things out in how the code relates to the paladin, the god, the campain, and others.
3. good and evil - DEFINE IT in relationship to the god, the code, the paladin
4. redemption - codes will be bent or broken, what happens and how can it be fixed.
5. Purpose - What really is the paladins role in the game, the world and campaign.​
 

Shameless Plug: I wrote a chapter of Quintessential Paladin II which gives the tools for designing a code. Basically, the code is divided into about a dozen different sections (Conduct in battle. Lying, Dealing with Prisoners, Honouring the Gods etc), and you pick a rating in each section. The higher the rating, the more important and strict the code is on that topic.

There are also rules for determining how big a breach of the code a particular act is, and how the paladin can redeem himself.
 

Straight out of the srd, loosely enforced at best. A character would have to GROSSLY step out of line for me to even bat an eye. I like differences among individual paladins and don't want to pigeonhole a PC paladin into playing one style.

I find it easier to judge an evil action than a GROSS violation of the code.

No horror stories so far and I want to keep it that way.

The players who have played paladins in my games have wanted to play heroic characters and impose far more restrictions and rules on themselves than I would require. And they have had fun with it.

I have had a paladin lose his powers and he was not entirely sure why, the rest of the party thought it was for his jerk attitude but it was actually because of the interaction of being separated from divine connections and being possessed by evil power in the ravenloft setting as I was running it. Had a great doomed heroic quest to reconnect to what he thought but was not sure was a representative of his god, a situation that created great roleplaying and issues of in-game faith.
 

all paladins are individuals also.

so although, they have a cookie cutter set of codes. the player still needs to play the paladin like an individual.
 


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