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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="Gorgoroth" data-source="post: 6114671" data-attributes="member: 6674889"><p>Okay, maybe not 2 year olds, but definitely 13 year olds. I'm 35, and love to be able to rekindle the feeling I get when I'm playing D&D that I had when I first discovered it. Let's face it, we don't all play to be super serious all the time, and our real life foibles sometimes manifest themselves in various ways. I don't like DMing immature players, but I prefer a sometimes immature player to a boring one, or one who doesn't say anything. I often play at gaming stores too, with people of various ages, and oftentimes have to hold my tongue because of some of the ridiculous things I hear, people who have no life experience even in their 20s, who've never kissed a girl or done drugs or did anything remotely fun, who have little in the way of seasoning or character and thus...low IRL wisdom scores. But you learn good ways to deal with different player styles, and if D&D can enforce class-based RPing through rules such as alignment restrictions on paladins, at least to follow your god's wishes (that might not be the DM's wishes, since he'll be RPing various gods in different ways, due to their inherent alignements or goals). E.g. having a Raven Queen necromancer makes a lot more sense than a Torm one, doesn't it. Those are types of incongruities that the DM should say no to, even if the player is otherwise mature or whatever. I dislike maturity debates because at the end of the day, if you refuse to hang out or play D&D with anyone who's not absolutely perfect, it'll be hard to find gaming groups (and be invited to any). </p><p></p><p>What I'm saying is...for at least the narrow case that I described, playing a paladin like a rogue, I think the DM should simply cost XP lost or award less XP, then if it gets worse, have other in-game consequences, and if it still continues sever their ties to their class features, atonable. When with repeated transgressions the class is lost permanently. Just knowing that perma-loss of class features is there as a possible consequence should be enough of a deterrent to RPing a certain way. Why not, it's a game? Let's let RPing have mechanical consequences. Taunting the king to kill you in character can in fact, get your HP reduced to 0 pretty quick. I don't see why taunting your god shouldn't reduce your healing or smiting potential to 0, which is a far, far less grave consequence to live with, i.e. your character is at least still alive.</p></blockquote><p></p>
[QUOTE="Gorgoroth, post: 6114671, member: 6674889"] Okay, maybe not 2 year olds, but definitely 13 year olds. I'm 35, and love to be able to rekindle the feeling I get when I'm playing D&D that I had when I first discovered it. Let's face it, we don't all play to be super serious all the time, and our real life foibles sometimes manifest themselves in various ways. I don't like DMing immature players, but I prefer a sometimes immature player to a boring one, or one who doesn't say anything. I often play at gaming stores too, with people of various ages, and oftentimes have to hold my tongue because of some of the ridiculous things I hear, people who have no life experience even in their 20s, who've never kissed a girl or done drugs or did anything remotely fun, who have little in the way of seasoning or character and thus...low IRL wisdom scores. But you learn good ways to deal with different player styles, and if D&D can enforce class-based RPing through rules such as alignment restrictions on paladins, at least to follow your god's wishes (that might not be the DM's wishes, since he'll be RPing various gods in different ways, due to their inherent alignements or goals). E.g. having a Raven Queen necromancer makes a lot more sense than a Torm one, doesn't it. Those are types of incongruities that the DM should say no to, even if the player is otherwise mature or whatever. I dislike maturity debates because at the end of the day, if you refuse to hang out or play D&D with anyone who's not absolutely perfect, it'll be hard to find gaming groups (and be invited to any). What I'm saying is...for at least the narrow case that I described, playing a paladin like a rogue, I think the DM should simply cost XP lost or award less XP, then if it gets worse, have other in-game consequences, and if it still continues sever their ties to their class features, atonable. When with repeated transgressions the class is lost permanently. Just knowing that perma-loss of class features is there as a possible consequence should be enough of a deterrent to RPing a certain way. Why not, it's a game? Let's let RPing have mechanical consequences. Taunting the king to kill you in character can in fact, get your HP reduced to 0 pretty quick. I don't see why taunting your god shouldn't reduce your healing or smiting potential to 0, which is a far, far less grave consequence to live with, i.e. your character is at least still alive. [/QUOTE]
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So what's the problem with restrictions, especially when it comes to the Paladin?
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