What does a paladin do (or should be doing)?

Why do I get the feeling you are only in this for argument's sake? I and others here have already explained what a Paladin should be able to do. You are either disregarding those posts or you do not comprehend them. Are you a Blackguard of Paladin Banishment? :)

How about this:

You have already answered the question "What does a paladin do (or should be doing)?" Your answer is obviously "A Paladin should be a Cleric." We all get it already. But other people have a different answer. It isn't the same as yours. Why do you feel a need to crusade about it? Preachers like you do not convert anyone outside your own congregation.

The Sloth thing was just a joke. I'm sorry that you did not comprehend that either.

I like your idea of the Blackguard of Greed, although I fear people will abuse it similarly to Lawful Stupid.
 

log in or register to remove this ad

Why do I get the feeling you are only in this for argument's sake? I and others here have already explained what a Paladin should be able to do. You are either disregarding those posts or you do not comprehend them. Are you a Blackguard of Paladin Banishment? :)

How about this:

You have already answered the question "What does a paladin do (or should be doing)?" Your answer is obviously "A Paladin should be a Cleric." We all get it already. But other people have a different answer. It isn't the same as yours. Why do you feel a need to crusade about it? Preachers like you do not convert anyone outside your own congregation.
Because, as I've been saying over and over again in two different threads, the discussion is the important thing. WotC is drawing a line between what is a class and what is a theme. We need to examine what is and is not a class.

Yes, I'm playing devil's advocate in order to keep this discussion going. And yes, I'm getting frustrated because I'm never getting an answer to that question. "Paladins have always been a class" isn't an answer because I can name dozens of other things that have always been in the game that are bad ideas. "Paladins are holy knights in shining armor" or "A paladin has a code of conduct" aren't answers because I can do that with a fighter or a cleric using background and roleplay. And yes, I do really dislike the paladin class in almost every presentation. And yes, anything I say on the topic of paladins doesn't matter because WotC has repeatedly stated that paladins are going to be a class.

If you don't want to talk about paladins, pick another class. Rangers, assassins, avengers, samurai, monk, whatever. Let's have this discussion about them. But we need this discussion to happen because we need to, as a community, understand why a particular character archetype is a class and why another one is not a class. We need to discuss this because WotC needs to know we are discussing this and that it is something we as players are actively thinking about. That way, they'll be actively thinking about it and present us with classes that are different and versatile enough to justify being independent classes rather than just taking the lazy way out and copy-pasting various PHB entries and changing the stats.
 

Paladins are controversial enough with their whole always lawful good gpoing on, but that aside, I think there's a bigger problem with them.

Why do we have such a class in the first place?

(...)

I have the impression that you start with mechanics, and then end up tagging the fluff as an afterthought.

I think that any class design should be done opposite. Start with an idea, a concept, and then find a way to have it work mechanically.

Paladins are holy warriors dedicated to a religious cause, ready to give their lives for that cause. A fighter is anyone trained in combat. A cleric is a priest. These are three different animals. Clerics train in religious ceremonies and the like. Paladins: not so.

Your argument is like saying: ditch monks, just plug a non-weapon combat theme to a cleric and there you have it. That's not it. The purpose of the monk is different at the outset.

If you can't see a difference between monk and cleric, or between paladin and fighter-cleric, then simply don't include those classes into your game. But really, these D&D archetypes have deep roots that go way back into real-world history - paladins for instance arguably originate from Lancelot and his quest for the holy grail. He's not a cleric by any stretch.

Paladins are paladins and not fighter-clerics, just like a rogue is not a light-armored figther with stealth skills.
 

I have the impression that you start with mechanics, and then end up tagging the fluff as an afterthought.

I think that any class design should be done opposite. Start with an idea, a concept, and then find a way to have it work mechanically.

Paladins are holy warriors dedicated to a religious cause, ready to give their lives for that cause. A fighter is anyone trained in combat. A cleric is a priest. These are three different animals. Clerics train in religious ceremonies and the like. Paladins: not so.

Your argument is like saying: ditch monks, just plug a non-weapon combat theme to a cleric and there you have it. That's not it. The purpose of the monk is different at the outset.

If you can't see a difference between monk and cleric, or between paladin and fighter-cleric, then simply don't include those classes into your game. But really, these D&D archetypes have deep roots that go way back into real-world history - paladins for instance arguably originate from Lancelot and his quest for the holy grail. He's not a cleric by any stretch.

Paladins are paladins and not fighter-clerics, just like a rogue is not a light-armored figther with stealth skills.
Why is paladin different from a cleric of a war-like god though? Wouldn't most clerics of a god like Bahamut look and function like paladins? We already have a defender/melee fighter "holy warrior" build of a cleric in the Moradin cleric. What is the difference between a paladin and that build?

To approach it from the other side, what makes a paladin flexible enough to be a character class in and of itself? How could a paladin serve a god like Melora or Avandra yet still retain that "feel" of being a paladin? Can the idea of a paladin be stripped of its "historical" connotations of the chivalric Christian knight (which history itself shows never really existed outside folklore, myth, and fiction) and still be a paladin? If not, how do you justify a paladin class in a world with a polytheistic pantheon of gods with varying personalities and agendas?
 

None of my answers have been what you just listed so here they are again:

A Paladin is immune to fear. I don't want my Paladin to go screaming down a hall with arms flailing and crying for his Mommy.

A Paladin is a marshal character. He can use better than basic weapons and go toe to toe in melee at any level, not just 1st to 3rd.

A Paladin should not have to be a Dwarf. If someone wants a Dwarf Paladin fine, but don't force me into it.

A Paladin is imbued by his pureness of heart to have superhuman effects. They could be immunity to disease, smite, etc...

A Paladin should be so in tune to his calling he can tell when someone is opposed to it. I suppose that is where the Detect Evil comes from.

There are probably other things that makes up a Paladin, but it is time for me to go. The weekend has arrived and I am off to it. See you guys on Monday.
 

A Paladin is immune to fear. I don't want my Paladin to go screaming down a hall with arms flailing and crying for his Mommy.
Fair enough, but something that can be handled through a background or theme.

A Paladin is a marshal character. He can use better than basic weapons and go toe to toe in melee at any level, not just 1st to 3rd.

A Paladin should not have to be a Dwarf. If someone wants a Dwarf Paladin fine, but don't force me into it.
You're jumping the gun on these two. You're looking at one out of five pre-generated characters and making the assumption that every character has to look like that one. We haven't seen what a human melee cleric looks like. We haven't seen what this cleric build looks like after level 3 (but judging from the benefits of the theme, it's going to stay a melee character). There are also non-dwarf deities of the war domain, such as Bahamut and Kord off the top of my head. These arguments aren't going to have any weight beyond "I don't like this particular pregen" until we have more information on character generations, level advencement, and other character options.

A Paladin is imbued by his pureness of heart to have superhuman effects. They could be immunity to disease, smite, etc...
And there's no reason to say those must be innate abilities rather than spells/prayers, especially orisons. In fact, I'll have to recheck, but I believe the Moradin cleric gets a smite ability at 3rd level.

A Paladin should be so in tune to his calling he can tell when someone is opposed to it. I suppose that is where the Detect Evil comes from.
A Detect (whatever) orison does this just as well as an ability without adding additional mechanics.

There are probably other things that makes up a Paladin, but it is time for me to go. The weekend has arrived and I am off to it. See you guys on Monday.
Hope you have a nice weekend. It sucks because you're the first person I think to actually try to answer my questions about what makes a character a class in such a steamlined way, and I was really looking forward to your counter arguments.
 

Why is paladin different from a cleric of a war-like god though? Wouldn't most clerics of a god like Bahamut look and function like paladins? We already have a defender/melee fighter "holy warrior" build of a cleric in the Moradin cleric. What is the difference between a paladin and that build?

You also start with mechanics, to then finally evoque fluff. I disagree with this approach. A paladin is not one of the nine boxes in a tic tac toe game that needs to be filled.

RPGs need a soul to be interesting. Why is Call of Cthulhu interesting? It has little to do with its mechanics, truly. It lives, it has a soul, because it is based on something evocative, a world and a paradigm that you can latch onto to carry you and your group into a story that will move you.

D&D has strong roots also. It includes monsters such as vampires and werewolves, dragons and demons, that evoke emotion. Demons are not "just another brute with good hit points and spell-like abilities".

Paladins are like that, i.e. they have story attached to them.

Why is a paladin different from a cleric of a war-like god? Because a cleric is a priest, someone trained to head religious ceremonies, to get people to join the faith. A paladin is not that. A paladin is a warrior dedicated to the religious cause. He is not a priest. He has not received training to head religious ceremonies.

To approach it from the other side, what makes a paladin flexible enough to be a character class in and of itself? How could a paladin serve a god like Melora or Avandra yet still retain that "feel" of being a paladin? Can the idea of a paladin be stripped of its "historical" connotations of the chivalric Christian knight (which history itself shows never really existed outside folklore, myth, and fiction) and still be a paladin? If not, how do you justify a paladin class in a world with a polytheistic pantheon of gods with varying personalities and agendas?
Flexible in what sense? Mechanically again? Well, if that is the question, I don't see why the paladin should not have its set of unique powers or abilities, such as the paladin's mount, the smite evil, the protection from evil (circle).

If you say that these powers could be obtained through theme, then that is true for just about anyone. You could have no class at all, and add spellcasting through theme, melee fighting through theme, anything through theme. There are RPGs like that. It's not a new idea. It's just that, in the D&D next boards lately, it seems like some people have decided that the theme concept should be applied to the four base classes instead of being applied to anything at all.

D&D starts with ideas about the game that take root in real-world history, and then that have been added as game rules to the game through the different iterations of the game. At the basis of this, is the class system. Where to draw the line? I.e. how many classes to you want, just one with only themes? Four with themes for the rest? 10? 20? Like I said earlier, I think the answer to that is not about game mechanics, it's all about story. Where does that class, such as paladin, stand with respect to the game? Is it important? Are the holy warriors simply priests with a knack for combat? The latter concept is conceivable. I just don't think it's D&D.

So the question about paladins (and other classes) is: what is D&D for you?

For me, it includes paladins as a distinct entity. Just like werewolves are not wizards with a shapeshifting power.
 

Fighter/Clerics are still priests (i.e, religious leaders representing their deity, performing their ceremonies, etc.). They just have training as a warrior
Paladins are not priests, but are warriors so devout to their faith in their deity and upholding its teachings that they get certain supernatural abilities.

You say this like it's a foregone conclusion or a requirement, and, frankly, I don't see that as being a requirement at all.
 

Supernatural defenses against fear and disease are certainly a starting point. I think the basic asumption is a strong resilience agsinst forces of corruption and Evil, which could also be expanded to resistance against effects that drain their life force in some way.

With that, paladins are able to get close to beings whose mere presence is a danger and tollerate areas of imense corruption. However, since it's a party based game, you can't really have a lot of situations in which everyone stays behind while the paladin goes on alone with his magical hazmat suit. When a fighter has his big sword and a rogue his knives, they want to get close to the beast and stab it. Also, in a currupted dungeon, the party can only go where its weakest member can survive.
If a paladin is immune to horrors and corruptions, that's nice for him, but the DM has to set up situations in which the whole party can keep going deeper. If it's too dangerous for the party to stay and fight, the paladin has few options than turn around as well and follow them outside. Sharing these resistances with allies is vital. And of course, the paladin himself would need to be the most resilient, because when he is out, the rest of the party is unprotected.
"Stay close to the paladin and you can walk into the mouth of hell. His powers will shield you." would make one interesting starting point for a class. Yes, it invades the territory of bards and warlords, but in the case of bards, there's still enough major differences to make them add very different abilities to the party. After all, you can also have cleric and druid classes, or barbarians and fighter.

However, passive abilities are not fun. "I hit it with my longsword once per round while keeping up my protective shield around you" is not fun to play. A paladin certainly needs to have some active powers as well.
- Smiting is a start, but instead of "I hit it" you have the ability to "I hit it really hard" is not that much of a difference.
- Detect Evil is interesting in a narrated story, but full of complications in a game with the other players participating. From older articles, we've been told that alignment in 5th Edition will be handled slightly differently with mechanical impacts of alignment being restricted to supernatural beings. After all, you don't want to hunt a spy and the first response is to use detect evil on the whole court. Also it creates all those pesky alignment debates, that appear so obvious when applied to outsiders, but never get any agreement when it comes to mortals.
A paladin is not one of the nine boxes in a tic tac toe game that needs to be filled.
Not going to argue about this with you, but in this particular situation, that's probably exactly what's the case: It's foregone conclusion that 5th Edition will have a paladin class and that's probably not negotiable. So this now leaves the unfortunate tast that we have a box labled paladin that needs to be filled.
And ideally, it should be something that would be able to stand on its own legs. Something that is a good class even outside the context that there needs to be a class called paladin. And the first step to do that is to define what the word "Paladin" means and after that you get to start thinking how that can be made in an interesting set of class abilities.

I haven't been to direct about this, and contradicted myself in later posts, but "A warrior in armor on a horse with devive powers of good" is not enough to define paladins. Only this fluff as the whole basis of paladins is bad. But what is actually needed, and the intent behind the thread, is to expand that fluff. To define what a paladin is supposed to do. Then we can start thinking about how he does it.
That's the reason behind the title. Whe know what a paladin is, but what does he do?
And for the record, a Blackguard of Sloth would be pretty cool to roleplay. You yourself would have to give up being able to indulge in your sin in order to spread that sin to others. Convincing them that inactivity or "wait and see" would be a better course of action than actually doing something. Talking someone into non-involvement or staying complacent. Same with a Blackguard of Greed convincing others that their own needs and wants are more important than others. That would be much more fun to me than a Blackguard of Wrath or Pride.
I like what Dragon Age does. Demons not only embody the vice they represent, they also feed on it and exploit it in their victims. Sloth isn't just comfort and lazyness, it's decay and depression. A Blackguard of Sloth would fight using delaying tactics and exhausting their enemies resources, while sapping away their morale.
They can become more hated than Blackguards of Wrath or Pride. ^^
 
Last edited:

While both are members of the Church Militant, Clerics come from the Clergy while Paladins come from the Laity.

Clerics have duties and obligations to a religion that generally come with some form of education, leadership, and responsibilities.

Paladins are the blessed faithful chosen by a deity or cosmic force to serve as a warrior-champion so long as they keep faith.

Most of that is background, but some of it also translates into a high-level mechanical feel. Clerics are those who invoke divine blessing, while the Paladins are those who are perpetually blessed.

Take a Cleric and a Paladin of Moradin, for example:

The Cleric of Moradin is a priest, schooled in theology, formal prayer, tradition, and sacraments. He blesses newborn children, leads in worship, heals the sick, and consecrates the dead. He has superiors and subordinates. He can be a great fighting chaplain on the front-lines, a healer in the reserves, or the bringer of divine wrath from on high.

A Paladin of Moradin might be a completely illiterate loner waging his own crusade against darkness and chaos. He gives no blessing, has no religious authority, and couldn't explain the intricate truths of scripture to save his life. Yet from Moradin flows the power in his sword arm, healing energy that keeps him alive, and glorious miracles in the heat of battle.

Also, a Paladin with no specific deity in a polytheistic setting seems more viable than a Cleric-at-large. A noble Paladin might receive the patronage of Bahemut or Tyr to fight their common enemies without ever having been a worshiper. The Paladin's code and deeds align themselves with the interests of the deities and so they bless him. Clerics can have a harder lot as they are being called to serve two or more masters at once. It makes it almost impossible to function among the clergy.

How does that translate mechanically?

Clerics:
- Most Simple and Finesse Weapons, Medium Armor, Light Shields, d8HD
- More battle-focused Domains might grant improvements in these
- Prayers

Paladins:
- All Simple, Finesse, and Martial Weapons; Heavy Armor; Heavy Shields, d10HD
- Code-based defenses / resistances / immunity
- Detect Evil, Smite, Lay on Hands

- Marty Lund
 
Last edited:

Remove ads

Top