JohnSnow
Hero
ruleslawyer said:Ah, but now you're getting into the difference between default assumptions and assumptions related to specific campaigns. If you want to rule that paladins do not constitute 1 out of every 11 PC-classed characters in your world despite the fact that paladin is an equally available PC option to, say, fighter, of course you can... just as you can alter the demographics to suit your world! However, in the context of a published game book, the designers really don't have the luxury of providing for every single DM's individual take.
Or you can just rule that paladins are about as common among all adventuring groups as they are among yours.
Which, unless your group is very unusual, means you'll get about 1 paladin for ever 50 or so PCs made. Because a lot of people HATE paladins.
In all probability, there are people who look at medieval-ish D&D worlds (or superhero comics, or Vampire's Earth analogue, etc.) and get their dander up about the fact that these worlds don't make sense given what D&D characters are capable of doing. So you get Ptolus, or Eberron, or any of these other worlds that are actually built around the common magic, guys-in-funny-suits racial mix, and heroic character assumptions of D&D. Once you're there in terms of the mechanics, you sort of have to write the flavor to match... wherefrom originates (IMO) the super-fantastical D&D world that is under discussion here. A mundane world that contains all of this craziness would involve huge cognitive dissonance and could even be seen as a failure of the imagination... a rejection of the implications raised by the mechanics rather than an embrace.