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Redemption Paladin
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<blockquote data-quote="Tony Vargas" data-source="post: 7069414" data-attributes="member: 996"><p>Sure, anything unique to the paladin might be divinely granted, then again, the gods may have created the world, making everything divinely granted, so you could go either way with it. It doesn't seem a terribly important question, whether the power is magical or not. The Paladin has magical powers, he casts spells. He has non-magical powers, being an exceptional warrior. Until he's standing in an anti-magic field, it makes not practical difference, and even then, it doesn't make a difference to the class identity as a divinely-empowered warrior-knight.</p><p></p><p> Yeah, they were. 'Nuff said.</p><p></p><p> It seems like a big part of the point. The Redemption Paladin's concept is that he tries to give people that chance at redemption, right? Well, if they constantly take one last stab at him before expiring rather than listen, that's not going to go over well. </p><p></p><p> An indifferent, but still fanatical or evil or whatever enemy might still resort to violence, I suppose. I can see how that would lessen the need, though, I'm thinking 'patch' may not have been the best way to put it....</p><p></p><p></p><p> That 5e generally 'trusts' the DM? </p><p>Or that the concept is hard to pull off in D&D? </p><p>Because those I thought fairly safe to assume...</p><p></p><p> Yeah, 'patch' even implies there's already a hole there, maybe I should have said 'reinforced,' or something, like a patch on a high-wear area?</p><p></p><p> I'm not sure, so I thought I'd mention it and see what people thought. Apparently, it's close to what's bothering pemerton. </p><p></p><p>Personally, I don't see it as a problem (I'm fine with mechanics of that nature), just something that stands out from most of the rest of 5e. Which makes sense, it's an unusual sub-class, taking on an unusual, historically-difficult-in-D&D (but extremely common in some genres) concept.</p><p></p><p>Part of me also feels like it's "just not D&D," the concept, that is. D&D has often been, to me, a sort of rejoinder to the dumber-seeming things genre heroes do because they're not real, they're being written by an author. When a player is running the PC, it can act in what the player considers more rational, less genre-conforming, ways. But, that's no reason not to include something in 5e, if anyone else feels that way they can just not introduce the sub-class into their campaigns.</p><p></p><p>Actually, there's another source of problems with the aspect of the concept that ability addresses - your fellow players </p><p></p><p> Nod, it's one, not wildly powerful ability, set against a backdrop of DM Empowerment that permeates the game. It's odd. There's little danger of it hijacking the DM's authority. </p><p></p><p> Say the ability didn't exist. It'd still be pretty reasonable for an enemy brought back to consciousness by a heal check (or just waiting 1d4 hrs) to be pretty well cowed. But, /technically/ his offensive capabilities are unaffected. It looks to me like the ability addresses that technicality, removing the temptation to decide the NPC, for whatever reason, would rather get off one last attack before he dies than listen to the paladin preach at him for a whole minute (which, [MENTION=6799753]lowkey13[/MENTION] can back me up on this, is probably enough to make that forthcoming eternity in hell look a lot more palatable).</p><p></p><p> I hadn't thought of it that way, but /if/ we think of spells as push-button character-definition-supporting coupons that let your PC display an appropriate ability with minimal interference, that would mean the Redemption paladin's ability isn't odd, at all, spells being an extremely commonplace mechanic. </p><p></p><p>Interesting thought.</p><p></p><p> That's a good way of putting it, yes: basically the same thing I was getting at with 'mechanical patch,' but in more neutral language.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7069414, member: 996"] Sure, anything unique to the paladin might be divinely granted, then again, the gods may have created the world, making everything divinely granted, so you could go either way with it. It doesn't seem a terribly important question, whether the power is magical or not. The Paladin has magical powers, he casts spells. He has non-magical powers, being an exceptional warrior. Until he's standing in an anti-magic field, it makes not practical difference, and even then, it doesn't make a difference to the class identity as a divinely-empowered warrior-knight. Yeah, they were. 'Nuff said. It seems like a big part of the point. The Redemption Paladin's concept is that he tries to give people that chance at redemption, right? Well, if they constantly take one last stab at him before expiring rather than listen, that's not going to go over well. An indifferent, but still fanatical or evil or whatever enemy might still resort to violence, I suppose. I can see how that would lessen the need, though, I'm thinking 'patch' may not have been the best way to put it.... That 5e generally 'trusts' the DM? Or that the concept is hard to pull off in D&D? Because those I thought fairly safe to assume... Yeah, 'patch' even implies there's already a hole there, maybe I should have said 'reinforced,' or something, like a patch on a high-wear area? I'm not sure, so I thought I'd mention it and see what people thought. Apparently, it's close to what's bothering pemerton. Personally, I don't see it as a problem (I'm fine with mechanics of that nature), just something that stands out from most of the rest of 5e. Which makes sense, it's an unusual sub-class, taking on an unusual, historically-difficult-in-D&D (but extremely common in some genres) concept. Part of me also feels like it's "just not D&D," the concept, that is. D&D has often been, to me, a sort of rejoinder to the dumber-seeming things genre heroes do because they're not real, they're being written by an author. When a player is running the PC, it can act in what the player considers more rational, less genre-conforming, ways. But, that's no reason not to include something in 5e, if anyone else feels that way they can just not introduce the sub-class into their campaigns. Actually, there's another source of problems with the aspect of the concept that ability addresses - your fellow players Nod, it's one, not wildly powerful ability, set against a backdrop of DM Empowerment that permeates the game. It's odd. There's little danger of it hijacking the DM's authority. Say the ability didn't exist. It'd still be pretty reasonable for an enemy brought back to consciousness by a heal check (or just waiting 1d4 hrs) to be pretty well cowed. But, /technically/ his offensive capabilities are unaffected. It looks to me like the ability addresses that technicality, removing the temptation to decide the NPC, for whatever reason, would rather get off one last attack before he dies than listen to the paladin preach at him for a whole minute (which, [MENTION=6799753]lowkey13[/MENTION] can back me up on this, is probably enough to make that forthcoming eternity in hell look a lot more palatable). I hadn't thought of it that way, but /if/ we think of spells as push-button character-definition-supporting coupons that let your PC display an appropriate ability with minimal interference, that would mean the Redemption paladin's ability isn't odd, at all, spells being an extremely commonplace mechanic. Interesting thought. That's a good way of putting it, yes: basically the same thing I was getting at with 'mechanical patch,' but in more neutral language. [/QUOTE]
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