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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="Imaro" data-source="post: 6116762" data-attributes="member: 48965"><p>I don't really care how you felt about 3.x or how well it was balanced... the fact remains the paladin restriction was included and not used as a balancing mechanism.</p><p></p><p></p><p></p><p>Where?</p><p></p><p></p><p></p><p></p><p>Ok, so now the game shouldn't have mechanics for a paladin falling... but you're advocating the group should punish you if you act in a way they don't like... What?? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /></p><p></p><p>Look, for many, it's not about being punished for "bad roleplaying", for some people the punishment and the stories that are created from it when playing a paladin are "good roleplaying" with strong mechanical backing. The reason you don't do this with every class is that not everyone wants to play with morality in such a hardcore fashion and with it as a central part of their character. </p><p></p><p></p><p></p><p>There are different morality stories and different levels of importance and intensity (especially when it comes to mechanical backing) that various people want to deal with in a game of D&D... as to forcing people into it, I'm sorry when did playing a paladin become a necesity in the game? I mean why do we force some people to use magic? Why are some classess forced to be strikers or controllers? Finally, your last sentence is well... kinda obvious, the mistake is in assuming you know what does or doesn't create better or worse experiences for everyone.</p><p></p><p></p><p></p><p>And you failed to grasp my point about some/many wanting mechanical backing to that roleplay.</p><p></p><p></p><p></p><p>Yep, because you're the authority on how everyone played paladins and what is or isn't good roleplaying...<img src="http://www.enworld.org/forum/images/smilies/ponder.png" class="smilie" loading="lazy" alt=":hmm:" title="Hmmm :hmm:" data-shortname=":hmm:" /> </p><p></p><p></p><p></p><p>No it doesn't exist solely for bad players, and it can be a tool for the player or DM. I have purposefully had paladins I've played end up atoning and even loose their powers permanently because of the choices I made in game, and contrary to your belief, as a player, I was glad the mechanics were there because as I said earlier I liked the mechanical weight to my decision. I sacrificed something tangible because the choice was that important to my character at the time. the DM didn't force me to make a particular choice, I did so with the full knowledge of what would happen because it fit my character, I wanted to explore a fallen paladin...and it was fun. </p><p></p><p></p><p></p><p>Yes because if sugar and cream improve the taste of coffee and coffee is a liquid it should also improve taste of grape juice because...wait, no.</p><p></p><p>Seriously, now you're arguing it's objectively bad design... whatevs man.<img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /></p></blockquote><p></p>
[QUOTE="Imaro, post: 6116762, member: 48965"] I don't really care how you felt about 3.x or how well it was balanced... the fact remains the paladin restriction was included and not used as a balancing mechanism. Where? Ok, so now the game shouldn't have mechanics for a paladin falling... but you're advocating the group should punish you if you act in a way they don't like... What?? :confused: Look, for many, it's not about being punished for "bad roleplaying", for some people the punishment and the stories that are created from it when playing a paladin are "good roleplaying" with strong mechanical backing. The reason you don't do this with every class is that not everyone wants to play with morality in such a hardcore fashion and with it as a central part of their character. There are different morality stories and different levels of importance and intensity (especially when it comes to mechanical backing) that various people want to deal with in a game of D&D... as to forcing people into it, I'm sorry when did playing a paladin become a necesity in the game? I mean why do we force some people to use magic? Why are some classess forced to be strikers or controllers? Finally, your last sentence is well... kinda obvious, the mistake is in assuming you know what does or doesn't create better or worse experiences for everyone. And you failed to grasp my point about some/many wanting mechanical backing to that roleplay. Yep, because you're the authority on how everyone played paladins and what is or isn't good roleplaying...:hmm: No it doesn't exist solely for bad players, and it can be a tool for the player or DM. I have purposefully had paladins I've played end up atoning and even loose their powers permanently because of the choices I made in game, and contrary to your belief, as a player, I was glad the mechanics were there because as I said earlier I liked the mechanical weight to my decision. I sacrificed something tangible because the choice was that important to my character at the time. the DM didn't force me to make a particular choice, I did so with the full knowledge of what would happen because it fit my character, I wanted to explore a fallen paladin...and it was fun. Yes because if sugar and cream improve the taste of coffee and coffee is a liquid it should also improve taste of grape juice because...wait, no. Seriously, now you're arguing it's objectively bad design... whatevs man.:erm: [/QUOTE]
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So what's the problem with restrictions, especially when it comes to the Paladin?
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