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[Poll] How does the possibility of paladins losing their powers improve your game?
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<blockquote data-quote="Ralts Bloodthorne" data-source="post: 2765928" data-attributes="member: 6390"><p>I've never understood the hatred for Paladins. I've played them and liked them, and had a lot of good players run a Paladin that brought a lot to the game.</p><p></p><p>True, there's a lot cookie cutter stereotypes involved (here's a hint: Lawful Good does NOT mean Lawful Dumbass) in a Paladin, but they can still be a good time.</p><p></p><p>A lot of times whether or not a Paladin loses his powers seems to break down to the "letter of the law" rather than the spirit. I've seen a LOT of cases where the GM used it to arbitrarily punish a player, or deliberately plan an encounter where the Paladin would lose his powers no matter what he did.</p><p></p><p>I think the loss of powers is interesting, and does provide more depth. But a lot of people forget that the Gods can strip ANY character of thier powers, clerics being the most likely to have this happen, Druids and Rangers tying for third place.</p><p></p><p>Plus, it can bring about some REALLY interesting events.</p><p></p><p>Like the Paladin noticing that his other chapterhouse brothers seem to be unable to access thier powers after branding him a heretic and casting him out of the order for refusing to do a certian deed demanded by the bishop.</p><p></p><p>The Paladin and his Blackguard nemisis BOTH losing thier powers temporarily when confronting one another, as if the Gods themselves have hinged the battle on the MEN rather than the God granted powers.</p><p></p><p>But still, I find stripping a Paladin of his powers when he had only bad choices, or for something he didn't realize he did (saving the werewolf and slaying the attacking villager, for example) and a lot of the other arbitrary garbage I've seen occur kind of... lame.</p><p></p><p>If you don't like the Paladin, strip it from the game.</p><p></p><p>Paladinhood can add a lot to the game. The loss of a paladin's god granted powers should be a major campaign event.</p></blockquote><p></p>
[QUOTE="Ralts Bloodthorne, post: 2765928, member: 6390"] I've never understood the hatred for Paladins. I've played them and liked them, and had a lot of good players run a Paladin that brought a lot to the game. True, there's a lot cookie cutter stereotypes involved (here's a hint: Lawful Good does NOT mean Lawful Dumbass) in a Paladin, but they can still be a good time. A lot of times whether or not a Paladin loses his powers seems to break down to the "letter of the law" rather than the spirit. I've seen a LOT of cases where the GM used it to arbitrarily punish a player, or deliberately plan an encounter where the Paladin would lose his powers no matter what he did. I think the loss of powers is interesting, and does provide more depth. But a lot of people forget that the Gods can strip ANY character of thier powers, clerics being the most likely to have this happen, Druids and Rangers tying for third place. Plus, it can bring about some REALLY interesting events. Like the Paladin noticing that his other chapterhouse brothers seem to be unable to access thier powers after branding him a heretic and casting him out of the order for refusing to do a certian deed demanded by the bishop. The Paladin and his Blackguard nemisis BOTH losing thier powers temporarily when confronting one another, as if the Gods themselves have hinged the battle on the MEN rather than the God granted powers. But still, I find stripping a Paladin of his powers when he had only bad choices, or for something he didn't realize he did (saving the werewolf and slaying the attacking villager, for example) and a lot of the other arbitrary garbage I've seen occur kind of... lame. If you don't like the Paladin, strip it from the game. Paladinhood can add a lot to the game. The loss of a paladin's god granted powers should be a major campaign event. [/QUOTE]
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[Poll] How does the possibility of paladins losing their powers improve your game?
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