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D&D 5E Redemption Paladin

My first and most significant issue is the thematic one; is this a magical charm (like Fey Warlock's Fey Presence, Enchanter Wizards Hypnotic Gaze) or is it mundane (like Swashbucker's Panache). I would say the evidence is strongly stacked toward it being a magical enchantment

<snip>

Thoughts on the directly above?
I take it to be a magical charm. Otherwise it makes little sense in the fiction - after being clocked on the head the NPC stays conscious for a minute of docility and then swoons?

And that's a big part of why I don't like it.

It will create weird/nonsensical fiction (and possibly problematic play for the group) where the Paladin is playing hypnotist to a catatonic and Hostile NPC (rather than empathic priest to a newly evangelized parishioner in an emotional confessional) whereby the other PCs are inevitably standing by with their itchy trigger-fingers.
Yeah, this.

The charm is to give him the opportunity to leverage the social interaction mechanics of D&D 5e without the person he is trying to redeem deciding to gut him while he's talking... which would, IMO, be silly and produce the wrong fiction.
This is exactly what I mean by the mechanics leading the fiction in a silly way.

In non-D&D fantasy - eg some fairy tale or legend about a knight or a monk who beats up a varlet who, as a result, changes his/her ways from bad to good - how does it work? The knight/monk beats up said varlet. Then, the varlet, dazed and disheartened, responds to the knight's/monk's words and presence - and the scales fall from the varlet's eyes!

What stops the varlet from gutting the knight/monk is that (i) s/he is still dazed and disheartened by being beaten up, and (ii) s/he is held in awe by the knight/monk. The only reason that we would need some sort of magical effect to achieve that is because we are assuming that someone at 0 hp but still conscious must therefore be capable of launching attacks. It's the lack of a mechanical expression for the condition of being "dazed and disheartened" that is producing this outcome. That is, it's mechanics leading to (bad) fiction rather than expressing the desired fiction.
 

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Hiya!

What stops the varlet from gutting the knight/monk is that (i) s/he is still dazed and disheartened by being beaten up, and (ii) s/he is held in awe by the knight/monk. The only reason that we would need some sort of magical effect to achieve that is because we are assuming that someone at 0 hp but still conscious must therefore be capable of launching attacks. It's the lack of a mechanical expression for the condition of being "dazed and disheartened" that is producing this outcome. That is, it's mechanics leading to (bad) fiction rather than expressing the desired fiction.

This isn't a mechanic thing...it's a player/DM/group thing. The players have to trust the DM in him/her playing NPC's like creatures that don't want to die. Like creatures that have goals, loves, hates, desires, etc. Like creatures have more things in their "life" than just standing in a room waiting for the PC's to kick in the door and attack them.

If a DM plays all his/her intelligent creatures...especially the human and demihuman races (re: PC races in particular, but any intelligent creature that has a mother/father, siblings, and a childhood past that shaped the way they are today). Where was I? Oh yeah...if the DM plays everything in his/her world as suicidal-fanatical-maniacs who would rather die than surrender or flee, well then, the players are not going to "trust" the DM for any RP'ing outcomes involving such characters/NPCs/monsters.

If a DM does play creatures with a "life of their own", then there should be an abundance of opportunities for the aforementioned situation to occure. All that has to happen is the DM thinks the 'creature' doesn't want to die, and surrenders. The PC's then stop attacking and RP'ing takes place.

What I would do if I was to use the Redeemer Paladin (which I don't; I don't use anything outside the PHB, DMG, MM, and my own creations), I would have it be a specific Order of Knights who are known the world over for their bravery, piousness, and trustworthiness...and also known for swift and final retribution if someone, or some thing, takes advantage of that (e.g., the specific Order of Knights would also have a specially trained contingent of 'Paladins of the Final Judgment' [Vengeance Paladins]). A Clerical Conventicle would be the eyes and ears of these guys, and would sort of be the 'home base generals'; the clerics would mind the Citadel, tending to all that "paperwork and logistics stuff".

In short, a player would never be able to just say "Oh, I took a level of Paladin again and chose the Redeemer arch-type" in my game. If the PC wasn't basically 'training' to be one from Level 1 (in any class he was), then no. It would have to happen in-game, via in-game campaign story.

That's my 2¢ on the matter anyway.

^_^

Paul L. Ming
 

In non-D&D fantasy - eg some fairy tale or legend about a knight or a monk who beats up a varlet who, as a result, changes his/her ways from bad to good - how does it work? The knight/monk beats up said varlet. Then, the varlet, dazed and disheartened, responds to the knight's/monk's words and presence - and the scales fall from the varlet's eyes!

What stops the varlet from gutting the knight/monk is that (i) s/he is still dazed and disheartened by being beaten up, and (ii) s/he is held in awe by the knight/monk. The only reason that we would need some sort of magical effect to achieve that is because we are assuming that someone at 0 hp but still conscious must therefore be capable of launching attacks. It's the lack of a mechanical expression for the condition of being "dazed and disheartened" that is producing this outcome. That is, it's mechanics leading to (bad) fiction rather than expressing the desired fiction.
"Mechanical expression of dazed and disheartened"
Such as not wanting to attack the person who just righteously beat you down, cowed into doing what they tell you, and giving what they say to you more consideration than they would normally?

I think that you might be looking at this as if the redemption Paladin were throwing enchantment spells around. While the charmed condition has specific effects, how it is inflicted can very. Sheer awe at the Paladin's righteousness would be the obvious reason for their opponent to have the charmed condition to me, and one that does fit in with the older tales.

You've made quite a few assumptions in order to justify the effect having to be magical. It quite possibly is at least supernatural. The Paladin's foe being able to hold off unconsciousness for a while before succumbing isn't something that a mundane class can replicate.

The game purpose of the effect is to give the Paladin a start to try to redeem the opponent. This would probably be resolved through roleplaying and social skills. Having an automatic and permanent effect that does this would, I think be more jarring.
 

The game purpose of the effect is to give the Paladin a start to try to redeem the opponent.
I understand this. My objection is that I don't like the fiction that is created in pursuit of that game purpose.

You've made quite a few assumptions in order to justify the effect having to be magical.
I don't agree with that description. I'm not justifying it having to be magical. I'm assuming it to be magical because that's how it looks to me, as an overall package, in light of my understanding of the 5e paradigm. If you're telling me it's really "dazed and disheartened, then swooning", well OK, that's an interesting interpretation. Tell me more - eg how does the swooning relate (if at all) to death saves? How does the ability to give commands fit in? Why only with a cudgel?

Those aren't rhetorical questions - if you think I'm making the wrong move from mechanics to fiction, then - as I said - tell me more!
 

Having an automatic and permanent effect that does this would, I think be more jarring.

What about falling in love?

What about sympathizing with your captor/abuser and rationalizing their behavior?

What about pouring your money and time inexorably and repeatedly into an institution or behavior that has delivered you nothing tangible and lasting but physical suffering and spiritual dissolution?

What about being taken in by the oratory, charm, and passion of a charlatan such that you spend the next 30 years of your life imprisoned (mentally and financially at the least) by their narrative?

What about blood sacrifices to appease unknowable, unverifiable deities at the same watering hole where you source your drink?

There are endless examples of this. Human psychology is profoundly jarring.
 

What about falling in love?

What about sympathizing with your captor/abuser and rationalizing their behavior?

What about pouring your money and time inexorably and repeatedly into an institution or behavior that has delivered you nothing tangible and lasting but physical suffering and spiritual dissolution?

What about being taken in by the oratory, charm, and passion of a charlatan such that you spend the next 30 years of your life imprisoned (mentally and financially at the least) by their narrative?

What about blood sacrifices to appease unknowable, unverifiable deities at the same watering hole where you source your drink?

There are endless examples of this. Human psychology is profoundly jarring.

..or simply calming down long enough to entertain the other side's point of view and finally decide it has merit.
 

I don't agree with that description. I'm not justifying it having to be magical. I'm assuming it to be magical because that's how it looks to me, as an overall package, in light of my understanding of the 5e paradigm. If you're telling me it's really "dazed and disheartened, then swooning", well OK, that's an interesting interpretation. Tell me more - eg how does the swooning relate (if at all) to death saves? How does the ability to give commands fit in? Why only with a cudgel?

Those aren't rhetorical questions - if you think I'm making the wrong move from mechanics to fiction, then - as I said - tell me more!

I'm curious... is the Battlemasters ability to inflict the frightened condition magic? How about the barbarian's ability to do the same thing with Intimidating Presence or even to rage? For contrast the Totem Warriors abilities are specifically called out as supernatural... So why aren't the paladin's?
@Manbearcat... I'd be interested in hearing whether you consider these abilities magical in nature as well...

EDIT: It's a game condition that the paladin's actions inflict upon the target of that ability... nothing states it has to be magical and with the example of other non-magical classes inflicting conditions, I'm not sure I see why it doesn't make sense unless it's magical...
 

What about falling in love?

What about sympathizing with your captor/abuser and rationalizing their behavior?

What about pouring your money and time inexorably and repeatedly into an institution or behavior that has delivered you nothing tangible and lasting but physical suffering and spiritual dissolution?

What about being taken in by the oratory, charm, and passion of a charlatan such that you spend the next 30 years of your life imprisoned (mentally and financially at the least) by their narrative?

What about blood sacrifices to appease unknowable, unverifiable deities at the same watering hole where you source your drink?

There are endless examples of this. Human psychology is profoundly jarring.
It is also based upon the individual.

Having one of those effects affect each and every person the paladin struck down would also be jarring I think. Just as much as the auto-success at redeeming them.
The article specifically calls out that not everyone is willing or able to be redeemed.
 


1) My first and most significant issue is the thematic one; is this a magical charm (like Fey Warlock's Fey Presence, Enchanter Wizards Hypnotic Gaze) or is it mundane (like Swashbucker's Panache). I would say the evidence is strongly stacked toward it being a magical enchantment:

a) ...charmed creature is peaceful and docile, refusing to move or take actions, unless you command it.

b) When the effect end (after 1 minute), the creature falls unconscious if it has 0 HPs.

c) The overwhelming majority of charm effects in the game are magical in nature.

In the aesthetic of 5e and the culture that surrounds it/facilitated it, I would say this is clearly magical in nature. If you disagree, I'd love to hear the reasoning (and how it reconciles with adverse positions on other mundane compulsions for PCs...you know exactly what I'm talking about here).

I've answered this in another post but let me just say... nothing above points to magic.

a.) Yeah you just gave him a serious thrashing... put him at the edge of unconsciousness... but spared his life and are badass enough to give him a lecture on top of it, all with a weapon that didn't draw any blood... he'd be foolish to be anything but peaceful and docile at this point.

b.) Yep because what we don't want is the enemy slurping down a healing potion once you've failed to redeem him and attacking you, fleeing, etc. It doesn't fit the thematic fiction. One would assume if the paladin feels he has a shot at redemption... he'd heal him. Either way this ensures the paladin's defeat of the enemy stays relevant.

c.) The overwhelming majority of conditions in the game are caused by magic... even frightened which both the battlemaster and barbarian can inflict. that's the nature of the game when you have 100's of magical spells.


I don't want this to be a magical charm. That is my first issue. "The weight of the Paladin's divinity" doesn't have to mean infliction of the magically charmed condition.

Again it's not magical... charmed is a game condition, not an in world state for the fiction. A charm person spell is an in world magical effect that inflicts the charmed condition. Charmed in and of itself is not magical by default... it is a condition just like unconscious or grabbed or frightened.

[MENTION=42582]pemerton[/MENTION] , [MENTION=6846794]Gardens & Goblins[/MENTION] , [MENTION=31506]ehren37[/MENTION] , [MENTION=6704184]doctorbadwolf[/MENTION] . Thoughts on the directly above?

I'd also be interested in what you all think of my points above...

2) The fictional positioning of this effect guarantees nothing (other than 1 minute of Advantage when trying to learn Ideals, Bonds, Flaws via Insight and the same for Charisma checks...or anything else that can be interpreted as social). The creature is "peaceful and docile" but the rules language does nothing to create inference that the Hostile Attitude is changed from either Indifferent or all the way to Friendly. In fact, I would say that its silence on the matter (and the fact that the charm only lasts 1 minute) means that its fundamental Attitude is unchanged from Hostile (again, this should be another line of evidence that it is a magical charm or (d) above).

Uhm ok so it guarantees...

1.) 1. min of advantage on all social interactions (isn't this exactly the benefit you wanted from learning flaws, ideals, etc.?)
2.) The creature cannot take actions (run away, attack, etc.) while you are giving him your redemption speech
3.) No his attitude doesn't change... that's where the roleplaying and skill use comes into the picture. You have a setup conducive to it, but it's not an "I WIN" button

NOTE: You do realize that the spell Charm Person does in fact change the targets attitude to friendly... so I'm not quite understanding why the fact that this doesn't work like that is proof of magic. This statement is a real head scratcher logic wise. Since I would think changing a foe's attitude, who you've beaten to the edge of consciousness, have at your mercy, and are lecturing on life... instantly to friendly would be...well...magical.

I don't like that from either a thematic perspective, a fictional positioning perspective, or a mechanical perspective:

Yes but that's because I think you are dealing with some incorrect assumptions and I think you already have a set idea of how this should be represented... thus making you less open to accepting alternative ways to model it.

* Its thematically incoherent with what should be happening given the trope and archetype that (it would seem) the designers are trying to emulate.

Not at all... Everything above falls in line with the thematics well enough and the only thing jarring is again, IMO, due to your assumptions about the nature of certain things (like the charmed condition)... which aren't really holding up when examined

* It will create weird/nonsensical fiction (and possibly problematic play for the group) where the Paladin is playing hypnotist to a catatonic and Hostile NPC (rather than empathic priest to a newly evangelized parishioner in an emotional confessional) whereby the other PCs are inevitably standing by with their itchy trigger-fingers.

Nope it won't but someone playing the paladin in such a way (i.e. not being true to the archetype) could certainly model the fiction as such... Of course you can purposefully re-skin or play against theme, for almost any class in D&D. Not sure how that speaks to whether the class will work for someone who embraces the thematics of the redemption paladin though. It's assuming a bad player and then blaming the class for it.

* The Paladin player is at the mercy of the GM with respect to Attitude. I think bare minimum the ability should contain a proviso that the Attitude shifts from Hostile to Indifferent. I would much prefer to get rid of the charmed condition outright and just have the Attitude shifted from Hostile to Friendly and have that be permanent. Sussing out its Flaws via Insight and cementing relationship with a Charisma check happening without Advantage would be just fine by me if the attitude change is guaranteed (thus opening up the prospects of thematic coherency with absolution and a newly minted NPC ally).

Nope disagree and this is where I think the big contention comes in. D&D 5e is based on rulings not rules. The DM is trusted to play this scene out with his players with integrity and it's the right call IMO. Everyone isn't redeemable (and I'd argue that's a big part of the tropes and thematics of the class as well) so you're auto-friends shift totally destroys that possibility and eliminates any tension and drama that is generated when this plays out... to me that's silly and thematically inappropriate. I don't want that expectation set up for the paladin because exploring a character who can't be redeemed and won't be the paladin's friend (and may even hate him more for his mercy and efforts) is valid and should be a possibility if the rolls play out that way.

3) I don't think that is too powerful at all. This is a game with stupidly powerful Enchanters, Diviners, Lore Bards (and other various multiclass builds). The Redemption Paladin already gives up its 3rd level ability for what (nearly) amounts to fluff (You can play it as a cloth-wearing priest rather than a heavily armored militant). Allowing it to gain followers/hirelings by granting absolution doesn't strike me as remotely too powerful in light of these things.

If there needs to be some sort of level/CR stipulation/numbers stipulation to ensure things don't scale improperly, then the designers can have at it.


If it's both automatic and permanent... what would stop players who would beat down entire towns and force every NPC to have a permanent friendly attitude (now everyone gives info freely and will do things easily for you) to them... Nope, don't want to even entertain that type of silliness.




Bottom line, I think the designers missed a golden opportunity for interesting mechanics for this subclass feature (which is odd, because class design has been a strong suit in 5e) and thematic/fictional positioning coherency.

Eh, and I think you have a specific way mechanically you want this modeled (which in and of itself is fine) but there is nothing inherently wrong (thematically or mechanically) with the way it has been done by the Devs here, in fact I see more issues with the way you are suggesting it be modeled than with the way it works now.
 

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