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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="JamesonCourage" data-source="post: 6119963" data-attributes="member: 6668292"><p>And I'd rather trust my GM to handle it while I immerses in-character, only coming out of character when I absolutely need to. Just a play style difference, and yours isn't wrong.</p><p></p><p>Well, I wouldn't play with a GM that is going to screw my Paladin over, either. Again, just play style difference.</p><p></p><p>Thus, my statement of there being a debate to be had for who decides the fall, followed by my preference and reasoning.</p><p></p><p>I don't consider it bludgeoning them, personally; I consider it the mechanics upholding the fiction, which helps me immerse. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Yep. Your preference is fine, too. Just play style difference.</p><p></p><p>I'd be okay with that. Same for Clerics, Druids, etc.</p><p></p><p>I wanted to comment on this; when you "fall" as a Paladin, you aren't playing your character "wrong" so much as you made a decision. It could be a mistake (this happens with all characters and all classes), or you could've made a conscious decision to step off that path. Either way, it'll be interesting during the course of play at my table. It's not </p><p>"playing your character wrong" to make mistakes, or work against everything you've idealized up to this point. It's character depth, or even character growth. I highly value those things, and a "fall" mechanic is a tool for that (for my group).</p><p></p><p>As a quick example, the last D&D session I ran* ended with Brock (a longtime Cleric of Pelor, now in epic levels) losing his powers, taken away by Pelor himself. The player <em>loved</em> this development. The drama for him was fascinating. Brock had worked for this one ideal (serve Pelor, no matter what), but his faith finally wavered at the end of the campaign / session, and his god (who was grieving at the time) took his power away, in-person. This was a great hook for this player, and the aftermath of how this gets resolved is incredibly important to this player. He's very much looking forward to resolving this, and he's wondering where he'll go with Brock. Will he find his faith? Break off? Follow another deity? He's not sure yet, and that makes for an interesting game for us.</p><p></p><p><span style="font-size: 9px">*(which was a while back, as I don't run D&D games regularly; they're closer to 1-shots or 2-shots)</span></p><p></p><p>Again, I get that you don't like that style of game, but I think "playing your character wrong" is just loaded wording, and is probably best avoided. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 6119963, member: 6668292"] And I'd rather trust my GM to handle it while I immerses in-character, only coming out of character when I absolutely need to. Just a play style difference, and yours isn't wrong. Well, I wouldn't play with a GM that is going to screw my Paladin over, either. Again, just play style difference. Thus, my statement of there being a debate to be had for who decides the fall, followed by my preference and reasoning. I don't consider it bludgeoning them, personally; I consider it the mechanics upholding the fiction, which helps me immerse. As always, play what you like :) Yep. Your preference is fine, too. Just play style difference. I'd be okay with that. Same for Clerics, Druids, etc. I wanted to comment on this; when you "fall" as a Paladin, you aren't playing your character "wrong" so much as you made a decision. It could be a mistake (this happens with all characters and all classes), or you could've made a conscious decision to step off that path. Either way, it'll be interesting during the course of play at my table. It's not "playing your character wrong" to make mistakes, or work against everything you've idealized up to this point. It's character depth, or even character growth. I highly value those things, and a "fall" mechanic is a tool for that (for my group). As a quick example, the last D&D session I ran* ended with Brock (a longtime Cleric of Pelor, now in epic levels) losing his powers, taken away by Pelor himself. The player [I]loved[/I] this development. The drama for him was fascinating. Brock had worked for this one ideal (serve Pelor, no matter what), but his faith finally wavered at the end of the campaign / session, and his god (who was grieving at the time) took his power away, in-person. This was a great hook for this player, and the aftermath of how this gets resolved is incredibly important to this player. He's very much looking forward to resolving this, and he's wondering where he'll go with Brock. Will he find his faith? Break off? Follow another deity? He's not sure yet, and that makes for an interesting game for us. [SIZE=1]*(which was a while back, as I don't run D&D games regularly; they're closer to 1-shots or 2-shots)[/SIZE] Again, I get that you don't like that style of game, but I think "playing your character wrong" is just loaded wording, and is probably best avoided. As always, play what you like :) [/QUOTE]
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So what's the problem with restrictions, especially when it comes to the Paladin?
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