italianranma
First Post
What is a Paladin
And this isn’t a question of someone who’s new to the game either. I’m not talking about the d20 paladin: I’m not looking for a synopsis of the abilities and level progression, or a collection of stats, what I want to know is the core concept “What is a Paladin.”
I’m making my own home brewed campaign, and I’m using a different ruleset than d20 altogether so I’ve got a good chance to remake the class however I want to. I’ve got my own opinion of what the concept means to me, but I’d like to others’. If there’s one thing I do know from reading these forums, it’s that people have some pretty strong opinions on what paladins should be.
Now I do have a few ground rules for this discussion. First off, no discussion on statistics: "Paladins should be good melee combatants," is a good opinion. "Paladins should have +5 to hit bonuses," isn’t. Second, while saying something like Paladins should have fear immunity is good, explaining why you think so is even better. Here’s an example of what I’d like to see (not necessarily my opinion on them (did that sound like a lawyerism or what?)).
Concept: A melee combatant who specializes in fighting evil supernatural. Things that the common knight can’t handle.
Core abilities: The paladin should be a competent fighter rivaling other knightly. The paladin should be able to wear heavy armor and be able to fight mounted. He should also have abilities that combat typical undead and evil creatures ex: Fear immunity, disease immunity, and protection from mind control.
Other flavor: Paladins should be rare, and have an aura that radiates peace and makes them smell nice.
Now I just realized I need to give you some details: The game I’m creating is an amalgamation of Dungeons and Dragons themes/setting, and WoD d10 rules system. It doesn’t allow for a direct transcription, but for the most part if it’s in the standard d20 books, I’ll allow for it in the campaign.
The general setting will be using a 1400 level of technology (Crossbows are about the most advanced weapon, full-plate is expensive and the best protection around, steal is still in its beginning stages). The main action takes place on a large main continent (about the size of Europe and Africa, but not in the same shape) which isn’t fully explored. Humans, Dwarves, and Elves are the main ‘good’ races, but they distrust each-other immensely. Humans mainly inhabit the coastal areas: generally the more inland you go, the more dangerous and supernatural the world becomes. Elves and dwarves are more inland, but they still shy away from the greater center of the continent.
In general I cater to the PC’s wants. I’ve got a pretty good amount of politics planned, so if they want to play that game, they can. If they want to explore: that’s there for them too. For the most part: there’s the civilized human world where humans kill each-other and rarely fight monsterous enemies like goblinoids and ogres. Then there’s the frontier where the poorer humans must carve out a living; they generally have to deal with the supernatural almost as frequently as they do the mundane. Finally there’s the wild where if the PCs tread they’ll find mostly monsters and monsterous humanoids.
Hopefully that’s enough info to go on. Actually after rereading my text, I think I may have confused the point: I want more of a general discussion of what a paladin is, and then I’ll pick out what aspects of that I want for my game.
Edit: We're now discussing what role a paladin should play and what abilities are needed to play that role.
And this isn’t a question of someone who’s new to the game either. I’m not talking about the d20 paladin: I’m not looking for a synopsis of the abilities and level progression, or a collection of stats, what I want to know is the core concept “What is a Paladin.”
I’m making my own home brewed campaign, and I’m using a different ruleset than d20 altogether so I’ve got a good chance to remake the class however I want to. I’ve got my own opinion of what the concept means to me, but I’d like to others’. If there’s one thing I do know from reading these forums, it’s that people have some pretty strong opinions on what paladins should be.
Now I do have a few ground rules for this discussion. First off, no discussion on statistics: "Paladins should be good melee combatants," is a good opinion. "Paladins should have +5 to hit bonuses," isn’t. Second, while saying something like Paladins should have fear immunity is good, explaining why you think so is even better. Here’s an example of what I’d like to see (not necessarily my opinion on them (did that sound like a lawyerism or what?)).
Concept: A melee combatant who specializes in fighting evil supernatural. Things that the common knight can’t handle.
Core abilities: The paladin should be a competent fighter rivaling other knightly. The paladin should be able to wear heavy armor and be able to fight mounted. He should also have abilities that combat typical undead and evil creatures ex: Fear immunity, disease immunity, and protection from mind control.
Other flavor: Paladins should be rare, and have an aura that radiates peace and makes them smell nice.
Now I just realized I need to give you some details: The game I’m creating is an amalgamation of Dungeons and Dragons themes/setting, and WoD d10 rules system. It doesn’t allow for a direct transcription, but for the most part if it’s in the standard d20 books, I’ll allow for it in the campaign.
The general setting will be using a 1400 level of technology (Crossbows are about the most advanced weapon, full-plate is expensive and the best protection around, steal is still in its beginning stages). The main action takes place on a large main continent (about the size of Europe and Africa, but not in the same shape) which isn’t fully explored. Humans, Dwarves, and Elves are the main ‘good’ races, but they distrust each-other immensely. Humans mainly inhabit the coastal areas: generally the more inland you go, the more dangerous and supernatural the world becomes. Elves and dwarves are more inland, but they still shy away from the greater center of the continent.
In general I cater to the PC’s wants. I’ve got a pretty good amount of politics planned, so if they want to play that game, they can. If they want to explore: that’s there for them too. For the most part: there’s the civilized human world where humans kill each-other and rarely fight monsterous enemies like goblinoids and ogres. Then there’s the frontier where the poorer humans must carve out a living; they generally have to deal with the supernatural almost as frequently as they do the mundane. Finally there’s the wild where if the PCs tread they’ll find mostly monsters and monsterous humanoids.
Hopefully that’s enough info to go on. Actually after rereading my text, I think I may have confused the point: I want more of a general discussion of what a paladin is, and then I’ll pick out what aspects of that I want for my game.
Edit: We're now discussing what role a paladin should play and what abilities are needed to play that role.
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