Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
So what's the problem with restrictions, especially when it comes to the Paladin?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Tovec" data-source="post: 6122840" data-attributes="member: 95493"><p>This, definitely this. I would add a couple of minor provisos but this is a very good start.</p><p></p><p>From where I am sitting, it makes perfect sense for a few things to be required if playing a paladin with a code that is enforced, in any sense.</p><p></p><p>1. That it be understandable and explainable why they lose powers, if they do. This applies to the character, in game, and the player, out of game. They should see a fall coming, unless they are directly tricked. They should know that killing X person is a bad thing to do and they should accept it if they do it. This should cover cases of paladin vs. the evil-babies. The DM and paladin should have an understanding if it is the right thing to do to kill them, or not. And if it is not and the paladin does do it then there should be a way to atone.</p><p>2. Atonement, as per above, should not be a spell that is easy to get, making it senseless. I would love to see an act of reparation be atonement. It would be something I would write into the losing section itself, saying things like shidaku did; if you steel you need to repay and so on.</p><p>3. I would delay falling to be true and unrepentant contradiction to the code, not simply failure to adhere to it. Meaning, if you steel you need to repay. If it was necessary for you to steel to accomplish some other good then that is understandable but you still need to repay. If you do not feel like repaying then you fall. As a paladin you recognize that repayment is due and so failure to do that necessary thing, to make amends, is the problem. Now, if you willingly murder someone for fun you fall immediately. But that has more to do with giving your deity the middle finger.</p><p>4. I would have a difference between a fall (loss of powers and class) and an infraction (where they are sort of on probation). Most of this applies to the infraction. Infraction could have different kind of side effects, loss of mount or smite or lay on hands or something, whereas fall loses you everything. I do not know exactly what those should be yet, that probably depends on the powers they get and what would not completely gimp them. Fall would be closer to the oldschool (at least 3e oldschool) fall where you lose everything and either start over, fully atone (long process and story in itself), or become a blackguard (again in 3e terms).</p><p></p><p>Once again, I would say all of these things should go in a sidebar or section right along side but not directly included in the paladin. Something like specialty wizards in 3e. That way, when you reference it in the description of the paladin, that they can fall and to refer to the sidebar, that people can easily figure out how that works. It also means that if people want to say screw that and ignore that section they can without feeling they are ignoring the core rule of a class - like spellcasting for a wizard.</p></blockquote><p></p>
[QUOTE="Tovec, post: 6122840, member: 95493"] This, definitely this. I would add a couple of minor provisos but this is a very good start. From where I am sitting, it makes perfect sense for a few things to be required if playing a paladin with a code that is enforced, in any sense. 1. That it be understandable and explainable why they lose powers, if they do. This applies to the character, in game, and the player, out of game. They should see a fall coming, unless they are directly tricked. They should know that killing X person is a bad thing to do and they should accept it if they do it. This should cover cases of paladin vs. the evil-babies. The DM and paladin should have an understanding if it is the right thing to do to kill them, or not. And if it is not and the paladin does do it then there should be a way to atone. 2. Atonement, as per above, should not be a spell that is easy to get, making it senseless. I would love to see an act of reparation be atonement. It would be something I would write into the losing section itself, saying things like shidaku did; if you steel you need to repay and so on. 3. I would delay falling to be true and unrepentant contradiction to the code, not simply failure to adhere to it. Meaning, if you steel you need to repay. If it was necessary for you to steel to accomplish some other good then that is understandable but you still need to repay. If you do not feel like repaying then you fall. As a paladin you recognize that repayment is due and so failure to do that necessary thing, to make amends, is the problem. Now, if you willingly murder someone for fun you fall immediately. But that has more to do with giving your deity the middle finger. 4. I would have a difference between a fall (loss of powers and class) and an infraction (where they are sort of on probation). Most of this applies to the infraction. Infraction could have different kind of side effects, loss of mount or smite or lay on hands or something, whereas fall loses you everything. I do not know exactly what those should be yet, that probably depends on the powers they get and what would not completely gimp them. Fall would be closer to the oldschool (at least 3e oldschool) fall where you lose everything and either start over, fully atone (long process and story in itself), or become a blackguard (again in 3e terms). Once again, I would say all of these things should go in a sidebar or section right along side but not directly included in the paladin. Something like specialty wizards in 3e. That way, when you reference it in the description of the paladin, that they can fall and to refer to the sidebar, that people can easily figure out how that works. It also means that if people want to say screw that and ignore that section they can without feeling they are ignoring the core rule of a class - like spellcasting for a wizard. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
So what's the problem with restrictions, especially when it comes to the Paladin?
Top