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Paladins in 3.5, why?
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<blockquote data-quote="coyote6" data-source="post: 953699" data-attributes="member: 1225"><p>A few random thoughts:</p><p></p><p>Kevmann, your commandments say the only punishment worthy of death is murder. So if a psychotic halfling bard tortures, spindles, mutilates, rapes, terrorizes, corrupts, and generally wreaks havoc on people -- but <em>never</em> kills anyone, the paladin can't kill him or allow him to be taken to a trial he knows will result in execution? If the paladin confronts him, and Hannibal Underlector does nothing but use his non-lethal spells to defend himself, the paladin cannot use lethal force -- he has to take that -4 to strike to subdue, or use his bare hands or a sap? That's how the commandments read, taken literally (and they appear to mean to be taken liberally, with the bits about "absolute proof" and having to seek atonement for fibbing to save hundreds of lives).</p><p></p><p>Wow.</p><p></p><p>As for the harsh paladins -- if I ever run a variant enough D&D campaign, paladins will have two allowed alignments, lawful good and lawful neutral. The LN types will have to be LG, but without a whole lot of mercy -- the St Cuthbert-ian smite 'em types.</p><p></p><p>(But whacking kids for minor infractions would still be out of bounds.)</p><p></p><p>Another thing to consider -- if you want to have paladins as dispensers of divine justice, it behooves you to make evil alignments apply to <strong>EVIL</strong> people. Those minor things (guys that like the violence in their job a bit too much, guys that think evil thoughts but never act on 'em, etc.) would make someone neutral, in such an interpretation, but not evil.</p><p></p><p>(Actually, I think D&D's alignment system would work better if the vast, vast majority of things were neutral, with good and evil as extremes that most people don't reach. It would make a lot of things simpler to handle.)</p><p></p><p>Finally . . .</p><p></p><p></p><p></p><p>Mmm, double divine grace . . . <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="coyote6, post: 953699, member: 1225"] A few random thoughts: Kevmann, your commandments say the only punishment worthy of death is murder. So if a psychotic halfling bard tortures, spindles, mutilates, rapes, terrorizes, corrupts, and generally wreaks havoc on people -- but [i]never[/i] kills anyone, the paladin can't kill him or allow him to be taken to a trial he knows will result in execution? If the paladin confronts him, and Hannibal Underlector does nothing but use his non-lethal spells to defend himself, the paladin cannot use lethal force -- he has to take that -4 to strike to subdue, or use his bare hands or a sap? That's how the commandments read, taken literally (and they appear to mean to be taken liberally, with the bits about "absolute proof" and having to seek atonement for fibbing to save hundreds of lives). Wow. As for the harsh paladins -- if I ever run a variant enough D&D campaign, paladins will have two allowed alignments, lawful good and lawful neutral. The LN types will have to be LG, but without a whole lot of mercy -- the St Cuthbert-ian smite 'em types. (But whacking kids for minor infractions would still be out of bounds.) Another thing to consider -- if you want to have paladins as dispensers of divine justice, it behooves you to make evil alignments apply to [b]EVIL[/b] people. Those minor things (guys that like the violence in their job a bit too much, guys that think evil thoughts but never act on 'em, etc.) would make someone neutral, in such an interpretation, but not evil. (Actually, I think D&D's alignment system would work better if the vast, vast majority of things were neutral, with good and evil as extremes that most people don't reach. It would make a lot of things simpler to handle.) Finally . . . Mmm, double divine grace . . . ;) [/QUOTE]
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Paladins in 3.5, why?
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