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General Tabletop Discussion
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Should classes retain traditional alignment restrictions in 5E?
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<blockquote data-quote="Trolls" data-source="post: 5798908" data-attributes="member: 60798"><p>Good Paladin:</p><p>This character is noble and valorous, puts the protection of the innocent and his allies above all else, and strives to see that evil in all its forms is vanquish in the name of his patron deity. Because of his devotion to his cause, his god rewards him with the power to protect and heal the innocent, and channel holy power through his blade.</p><p></p><p>Neutral Paladin:</p><p>This character cares not one jot about Joe Bloggs, and she isn't looking to save the world. She wouldn't lift a finger to save her next door neighbour if it meant a scratch on one of her friends. Some call her selfish, but she knows the truth: the most divine connection one can make in the world is with her friends and her family. She worships not the god of valour, but the god of love, who recognises the sacrifices one must make in the most powerful of relationships. Because of her devotion, her god rewards her with the power to heal and protect her loved ones, and destroy those who threaten them.</p><p></p><p>Evil Paladin:</p><p>This character knows that power is his birthright, to be wrested from the weak and wielded like a sword. He knows that power never comes without a price, and pledges his service to the dark god to gain power in the mortal world. For his service, and for the blood he spills, he is granted the power to bolster those who would do his bidding to better serve their master, and destroy those who would threaten the balance of power in his direction.</p><p></p><p>---</p><p></p><p>These are three admittedly brief but valid backbones of a character, all of whom could use the paladin class. Crucially, none of the three would have to change the base mechanics of the character class. Things like divine challenge, channel divinity, smites, calling a mount and lay on hands are all valid tools of the three, while also serving the more common holy-knight-of-goodness archetype.</p><p></p><p>Is it really fair to discount those second two ideas just because they're different to the traditional role the paladin class serves?</p><p></p><p>Must all wizards be book worms? Must all fighters be grizzled veterans? Must all assassins only want to kill for money or sport? Must all bards be wandering layabouts? Must all barbarians be illiterate?</p><p></p><p>----</p><p></p><p>EDIT: I wanted to address this point separately:</p><p></p><p></p><p></p><p>Of course not, we can't support every character idea out of the gate. That's not what this is about. This is about when a character idea does have mechanical support (e.g., a paladin with a different personality), but closing it off anyway. It's like printing the winged elf in the PHB1, but then drawing a big line through it and saying "you can't play this because it's not traditional".</p></blockquote><p></p>
[QUOTE="Trolls, post: 5798908, member: 60798"] Good Paladin: This character is noble and valorous, puts the protection of the innocent and his allies above all else, and strives to see that evil in all its forms is vanquish in the name of his patron deity. Because of his devotion to his cause, his god rewards him with the power to protect and heal the innocent, and channel holy power through his blade. Neutral Paladin: This character cares not one jot about Joe Bloggs, and she isn't looking to save the world. She wouldn't lift a finger to save her next door neighbour if it meant a scratch on one of her friends. Some call her selfish, but she knows the truth: the most divine connection one can make in the world is with her friends and her family. She worships not the god of valour, but the god of love, who recognises the sacrifices one must make in the most powerful of relationships. Because of her devotion, her god rewards her with the power to heal and protect her loved ones, and destroy those who threaten them. Evil Paladin: This character knows that power is his birthright, to be wrested from the weak and wielded like a sword. He knows that power never comes without a price, and pledges his service to the dark god to gain power in the mortal world. For his service, and for the blood he spills, he is granted the power to bolster those who would do his bidding to better serve their master, and destroy those who would threaten the balance of power in his direction. --- These are three admittedly brief but valid backbones of a character, all of whom could use the paladin class. Crucially, none of the three would have to change the base mechanics of the character class. Things like divine challenge, channel divinity, smites, calling a mount and lay on hands are all valid tools of the three, while also serving the more common holy-knight-of-goodness archetype. Is it really fair to discount those second two ideas just because they're different to the traditional role the paladin class serves? Must all wizards be book worms? Must all fighters be grizzled veterans? Must all assassins only want to kill for money or sport? Must all bards be wandering layabouts? Must all barbarians be illiterate? ---- EDIT: I wanted to address this point separately: Of course not, we can't support every character idea out of the gate. That's not what this is about. This is about when a character idea does have mechanical support (e.g., a paladin with a different personality), but closing it off anyway. It's like printing the winged elf in the PHB1, but then drawing a big line through it and saying "you can't play this because it's not traditional". [/QUOTE]
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Should classes retain traditional alignment restrictions in 5E?
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