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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="AbdulAlhazred" data-source="post: 6126191" data-attributes="member: 82106"><p>Oh, I agree. I assume it as a given that you're going to go on about playing what you and how you want. Even if I was some sort of weird ego-maniac who felt compelled to have everything pretend to be an elf using my particular preferences I seriously doubt that would come to pass... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I'll have to think a bit about what I mean, because there are a few ways of doing this sort of thing, and I am still thinking about what exact approach to take. I think we can safely assume that there would be descriptors, which would be intended to help define the character's personality, morals, etc. So, I would imagine 'honorable' might be one of them for instance, which could be interpreted (I'd say by the player, but some consensus will have to exist of course) to mean the character fights according to a code, giving their opponents a chance to defend themselves for instance. If the decides to fight orcs honorably then perhaps he can acquire some sort of 'point' for that, which is good as a plot coupon. How that would be used might vary depending on the theme and tone of the game. If it is say fantastical knights and maidens then virtue attracts a reward, the player might describe some plot circumstance which offsets giving the orcs a chance to arm instead of surprising them (maybe some allies happen by). The logic could be understood as something like the gods reward faithful adherence to their precepts, the faithful paladin in that paradigm would literally expect virtue to be rewarded, and it would be!</p><p></p><p>Now, that could be turned around and used to support alignment. A character could have lawful and good attributes, and again acquire plot coupons for acting in accordance with that (either as the player, the DM, or some prior agreement dictate). In this model the character might use these coupons to wield 'holy powers', so again honor might be rewarded with divine healing or etc at a key point.</p><p></p><p>I'd note that PERSONALLY I advocate for a more free and open-ended architecture for the game. One where exactly what sorts of boons PCs get are less strictly laid out by class design and more based on narrative logic. Truthfully a 'paladin' might literally be simply a fighter who makes certain in-game choices in essence. So dedicating yourself to a code of honor and leveraging the resulting attributes to get plot coupons and using them to do 'holy things' would effectively be the pattern of a paladin. Class is likely to be more a matter of presentation and supplying a repertoire of appropriate descriptors to pick from.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6126191, member: 82106"] Oh, I agree. I assume it as a given that you're going to go on about playing what you and how you want. Even if I was some sort of weird ego-maniac who felt compelled to have everything pretend to be an elf using my particular preferences I seriously doubt that would come to pass... ;) I'll have to think a bit about what I mean, because there are a few ways of doing this sort of thing, and I am still thinking about what exact approach to take. I think we can safely assume that there would be descriptors, which would be intended to help define the character's personality, morals, etc. So, I would imagine 'honorable' might be one of them for instance, which could be interpreted (I'd say by the player, but some consensus will have to exist of course) to mean the character fights according to a code, giving their opponents a chance to defend themselves for instance. If the decides to fight orcs honorably then perhaps he can acquire some sort of 'point' for that, which is good as a plot coupon. How that would be used might vary depending on the theme and tone of the game. If it is say fantastical knights and maidens then virtue attracts a reward, the player might describe some plot circumstance which offsets giving the orcs a chance to arm instead of surprising them (maybe some allies happen by). The logic could be understood as something like the gods reward faithful adherence to their precepts, the faithful paladin in that paradigm would literally expect virtue to be rewarded, and it would be! Now, that could be turned around and used to support alignment. A character could have lawful and good attributes, and again acquire plot coupons for acting in accordance with that (either as the player, the DM, or some prior agreement dictate). In this model the character might use these coupons to wield 'holy powers', so again honor might be rewarded with divine healing or etc at a key point. I'd note that PERSONALLY I advocate for a more free and open-ended architecture for the game. One where exactly what sorts of boons PCs get are less strictly laid out by class design and more based on narrative logic. Truthfully a 'paladin' might literally be simply a fighter who makes certain in-game choices in essence. So dedicating yourself to a code of honor and leveraging the resulting attributes to get plot coupons and using them to do 'holy things' would effectively be the pattern of a paladin. Class is likely to be more a matter of presentation and supplying a repertoire of appropriate descriptors to pick from. [/QUOTE]
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So what's the problem with restrictions, especially when it comes to the Paladin?
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