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Suggestions for Playing a Paladin
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<blockquote data-quote="Gulla" data-source="post: 5668399" data-attributes="member: 4272"><p>I have played paladins (or paldin-ish) characters several times. I have a few points that I need to have established to make it work:</p><p></p><p>1. Check with the DM that a paladin will fit the party, the setting and the mood the DM wants. If the DM wants a gray world playing a paladin will be a great challenge. Also make sure that you two agree on how much the Paladin's faith and powers should be challenged. It is very easy as a DM to constantly put a paladin in "damned if you do, damned if you don't" scenarios, and unless "the fall of a Paladin" is what you want to play, it is not much fun.</p><p></p><p>2. Decide what a paladin is. Is he "just" a Good fighter with a faith or is he The Sword of God working in the world. Is he the embodiment of the Just and Good Wrath of God, or of Strength and Mercy.</p><p></p><p>3. Decide where in the Lawful Good he is. It will probably come times where just law conflicts with personal Good, and having thought about it before helps.</p><p></p><p>4. Talk over the choice of paladin and how he see things with the other players. There are a lot of groups (both of characters and players) where playing a Shining Beacon of Good will never work. And you need both the DM and the players to accept and play along to make this fun for all.</p><p></p><p>5. Agree with the DM what detect evil does and what consequences should come from it. Opinions on this vary from "don't care, focus on you Mission from God (aka the scenario)" to "smite anything Evil on Sight." </p><p></p><p>Playing a paladin can be lots of fun and make for great adventure groups, but has a clear tendency to cause some inter-group discussion and conflicts. Make sure the group and the DM find the idea ok before you start. And good luck.</p></blockquote><p></p>
[QUOTE="Gulla, post: 5668399, member: 4272"] I have played paladins (or paldin-ish) characters several times. I have a few points that I need to have established to make it work: 1. Check with the DM that a paladin will fit the party, the setting and the mood the DM wants. If the DM wants a gray world playing a paladin will be a great challenge. Also make sure that you two agree on how much the Paladin's faith and powers should be challenged. It is very easy as a DM to constantly put a paladin in "damned if you do, damned if you don't" scenarios, and unless "the fall of a Paladin" is what you want to play, it is not much fun. 2. Decide what a paladin is. Is he "just" a Good fighter with a faith or is he The Sword of God working in the world. Is he the embodiment of the Just and Good Wrath of God, or of Strength and Mercy. 3. Decide where in the Lawful Good he is. It will probably come times where just law conflicts with personal Good, and having thought about it before helps. 4. Talk over the choice of paladin and how he see things with the other players. There are a lot of groups (both of characters and players) where playing a Shining Beacon of Good will never work. And you need both the DM and the players to accept and play along to make this fun for all. 5. Agree with the DM what detect evil does and what consequences should come from it. Opinions on this vary from "don't care, focus on you Mission from God (aka the scenario)" to "smite anything Evil on Sight." Playing a paladin can be lots of fun and make for great adventure groups, but has a clear tendency to cause some inter-group discussion and conflicts. Make sure the group and the DM find the idea ok before you start. And good luck. [/QUOTE]
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