(Psi)SeveredHead
Adventurer
FireLance said:I'm starting to think that the current rule that a paladin will lose his powers if he willfully commits an evil act tends to create an apprehensive and defensive mindset in paladin players, and tends to result in paladin PCs that act more like insipid bureaucrats than pro-active heros.
So, what if we turned that rule on its head? Instead of requiring paladins to avoid doing evil or face a penalty, require them to do good in order to gain their abilities. Let's say that before a paladin can gain another paladin level, he has to do at least one of the following since the time he last gained a level:
- Earned at least (Character Level x 500) XP from the defeat of evil creatures.
- Saved or spared a life.
- Spent a day tending to the injured or sick.
- Resolved a conflict through non-violent means.
- Stopped someone from committing an evil act.
- Inspired someone to do a good act.
- Made a tithe (in gold or useful items) to his church or a Lawful Good organization equal to 10% of the standard wealth level for a character of his next level (so a 1st-level paladin will need to tithe 90 gp, 10% of the standard wealth of a 2nd-level character).
- Any other significant act of good (as determined by the DM).
The character must still retain his lawful good alignment in order to use his paladin abilities, but unless he actually changes his alignment, a single evil act will not cause him to lose them.
How do you think this will change the way that paladins are played?
Non-punishing? Sweet!
Get rid of the tithing stuff, though, that's messing with balance. I'd replace that with an RP benefit, instead. (And instead of tithing 10%, you'd tithe less.)