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General Tabletop Discussion
*Dungeons & Dragons
So what's the problem with restrictions, especially when it comes to the Paladin?
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<blockquote data-quote="Ainamacar" data-source="post: 6110867" data-attributes="member: 70709"><p>Given the highly contentious nature of the paladin's code (in the abstract, in a given campaign, between different characters, as interpreted by different players/DM) and the strongly differing opinions about whether following such a code should entail greater mechanical abilities or not, I feel the most widely applicable approach would be a system that essentially scales to whatever seriousness the player/DM decide to grant it. I think this is an area where D&D can take some inspiration from FATE, for example. (There is still room for complete loss of ability if desired, but there is greater freedom to inflict it only for flagrant violations while making sure the code still plays a role in less extreme situations.)</p><p></p><p>One possible mechanical framework for a Paladin (or other oath-based character) using this concept might be a constant benefit that can not be lost (i.e. a normal class ability), and a minor and major boon given when the character (or party) experiences a minor or major inconvenience due to actually following the oath. Since the boons are only obtained when the character might find it difficult to follow their code there is at least some correspondence between the roleplaying difficulty suffered and any mechanical bonus gained. It also has the side effect of not granting any benefit when following the code is easy. After all, no one should expect divine favor for not lying about what they had for breakfast, unless that somehow matters in context.</p><p></p><p>Dividing the boons into the minor/major categories recognizes that not all inconveniences are equal, and can help smooth over disagreements that might arise in a more binary evaluation. In addition, since the nature of the inconvenience is more important than the exact nature of the violation we can avoid splitting hairs over what kinds of violations are worse than others. Finally, not following the code (even when it should be easy) can cause loss of a boon before it might otherwise occur. This hopefully enhances player buy-in to whatever extent they feel comfortable with: if they have acted in accordance with the code they have given themselves an incentive to continue acting in that fashion. If they have not, then they have lost nothing. In short, the mechanic should incentivize self-consistent behavior, without being too specific about the precise nature of the code governing that behavior.</p><p></p><p>For example, a (hastily conceived) "Oath of Truth" might go something like this:</p><p>The player and DM come to an agreement on "what kind of truth" this oath covers. Whether that be a blanket against all deception, permits mental reservation or other omissions, permits lying to save a life, applies only to certain topics, applies only to certain groups, whatever. Truthfulness in these situations grants a minor or major boon, and untruthfulness removes them (if present). Types of truth-telling not covered by the oath neither give nor cancel boons.</p><p>Constant - Gain True Seeing for 1 round as a free action, usable Charisma mod times per day.</p><p>Minor - Gain advantage on all Sense Motive checks until you succeed on a Sense Motive check you would have otherwise failed.</p><p>Major - You learn the answer to 3 yes/no questions to the best of the knowledge of a chosen person, object, or place you observe uninterrupted for at least a minute. The boon ends when the third answer is received, or earlier if observation is interrupted. This supernatural insight cannot be intentionally thwarted except by direct intervention of a deity or similar power.</p><p></p><p>No doubt the mechanics above could be refined, but I think what I'm going for is clear. The constant benefit would probably make a very solid class feature. The minor boon eventually grants an extra success to a Sense Motive check, which I think is both flavorful and could be used regularly without game-breaking consequences. Finally, the major boon is somewhat like a targeted Commune, and is the sort of thing which could easily have campaign impact. The exact nature of the code and the character's adherence to it are, however, instrumental in determining how frequently these boons arise, so the DM and player have a lot of freedom to explore the different parameters of truthfulness.</p></blockquote><p></p>
[QUOTE="Ainamacar, post: 6110867, member: 70709"] Given the highly contentious nature of the paladin's code (in the abstract, in a given campaign, between different characters, as interpreted by different players/DM) and the strongly differing opinions about whether following such a code should entail greater mechanical abilities or not, I feel the most widely applicable approach would be a system that essentially scales to whatever seriousness the player/DM decide to grant it. I think this is an area where D&D can take some inspiration from FATE, for example. (There is still room for complete loss of ability if desired, but there is greater freedom to inflict it only for flagrant violations while making sure the code still plays a role in less extreme situations.) One possible mechanical framework for a Paladin (or other oath-based character) using this concept might be a constant benefit that can not be lost (i.e. a normal class ability), and a minor and major boon given when the character (or party) experiences a minor or major inconvenience due to actually following the oath. Since the boons are only obtained when the character might find it difficult to follow their code there is at least some correspondence between the roleplaying difficulty suffered and any mechanical bonus gained. It also has the side effect of not granting any benefit when following the code is easy. After all, no one should expect divine favor for not lying about what they had for breakfast, unless that somehow matters in context. Dividing the boons into the minor/major categories recognizes that not all inconveniences are equal, and can help smooth over disagreements that might arise in a more binary evaluation. In addition, since the nature of the inconvenience is more important than the exact nature of the violation we can avoid splitting hairs over what kinds of violations are worse than others. Finally, not following the code (even when it should be easy) can cause loss of a boon before it might otherwise occur. This hopefully enhances player buy-in to whatever extent they feel comfortable with: if they have acted in accordance with the code they have given themselves an incentive to continue acting in that fashion. If they have not, then they have lost nothing. In short, the mechanic should incentivize self-consistent behavior, without being too specific about the precise nature of the code governing that behavior. For example, a (hastily conceived) "Oath of Truth" might go something like this: The player and DM come to an agreement on "what kind of truth" this oath covers. Whether that be a blanket against all deception, permits mental reservation or other omissions, permits lying to save a life, applies only to certain topics, applies only to certain groups, whatever. Truthfulness in these situations grants a minor or major boon, and untruthfulness removes them (if present). Types of truth-telling not covered by the oath neither give nor cancel boons. Constant - Gain True Seeing for 1 round as a free action, usable Charisma mod times per day. Minor - Gain advantage on all Sense Motive checks until you succeed on a Sense Motive check you would have otherwise failed. Major - You learn the answer to 3 yes/no questions to the best of the knowledge of a chosen person, object, or place you observe uninterrupted for at least a minute. The boon ends when the third answer is received, or earlier if observation is interrupted. This supernatural insight cannot be intentionally thwarted except by direct intervention of a deity or similar power. No doubt the mechanics above could be refined, but I think what I'm going for is clear. The constant benefit would probably make a very solid class feature. The minor boon eventually grants an extra success to a Sense Motive check, which I think is both flavorful and could be used regularly without game-breaking consequences. Finally, the major boon is somewhat like a targeted Commune, and is the sort of thing which could easily have campaign impact. The exact nature of the code and the character's adherence to it are, however, instrumental in determining how frequently these boons arise, so the DM and player have a lot of freedom to explore the different parameters of truthfulness. [/QUOTE]
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So what's the problem with restrictions, especially when it comes to the Paladin?
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