What *is* it about paladins that makes people nutty, anyway?

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kenobi65 said:
One would *think* that other classes with powers that are, in theory, based on their faith or behavior (e.g., clerics, druids, monks) should be equally scrutinized. Yet, one never sees threads on "my DM stripped my cleric of his powers, I think he was wrong!"

Why is this? What do people have against paladins, anyway?

The cleric's code is softer than the paladin's code, even though they get more power from their deity. In FRCS, there's bits about individual cleric codes, but they're not as harsh as the paladin code.

Hussar said:
Clerics are 100% as restricted as paladins, within their own alignments. A LG priest of Cuthbert would be only cosmetically different than a paladin for example.

Prove it. Where in the code of Cuthbert does it say you can't lie? Maybe it says you're discouraged, but not "lie X times and you're out".

The paladin code bugs me for two reasons.

1) Paladins can't lie. Bug me to no end. Heroes lie all the time. "Anti-heroes" seem more common now than maybe in 1974. (I could be very wrong.) Fooling your opponent is a great idea, as you can't always just walk in and kick their arse. But one lie makes you lose all your class abilities.

This is supposed to be a proven quality, but it is not. A paladin can't prove he can't lie, except to other paladins and some clerics. Indeed, he can't even prove he's a paladin! With the number of supernatural abilities floating around in DnD, what makes his lay on hands and smite so unique? As a result, you sometimes get player paladins who expect to be trusted, when in fact friendly and unfriendly NPCs have no reason to take their word at face value.

2) Paladins can't associate with dishonorable sorts. Certainly not with grave robbers, people who kill for the expectation of receiving monetary or magical compensation ... sounds like a lot of PCs in 3.x to me.

If the players need to get from city A to city B by fast boat, and the fastest one they can get is operated by smugglers, they either have to abandon that plan or abandon the paladin. This is a pain in the ***. Usually players will tolerate this for a little while, until the paladin is removed or the campaign falls apart. You can't even blame this on bad paladin RPing - the code says you can't do this. Period.

Parts of the paladin code are either unclear (do you really lose your abilities if you lie once?) or are unenforceable (you must protect innocents, fight any evil you find even if you happen to witness a simple mugging while on a word saving quest - you know the latter makes you really easy to manipulate, right?).

A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities

It does say grossly, so I'm guessing not one lie, but time and time again I hear of paladins who lose their ability for one lie. DMs often say "you're not RPing your character" when they catch a lie (or a player informs on the paladin) and "toom! Anti-bonus!", the paladin is now a warrior with a few more hit points.

Plus, I see people say paladins are supposed to be "leaders", I guess due to their high Charisma and lead-by-example-nature. The former is, I think, not a good indication. It takes moer than a high Charisma to be a good leader. Indeed, a high Charisma can disguise the fact that you are a bad leader.

In the recent "rock and hard place" thread, there's a paladin who has to choose between helping a powerful but evil mage defend a village from harpies, or killing/subduing/arresting him. Some people said he should defeat the mage (which I think is appropriate :) ), then organize the villagers and other such nonsense. And I do mean nonsense. Didn't it occur to the poster that the villagers aren't sheep? They're already trying to defend themselves. Clearly the evil mage can't do all the work by himself. No one said the paladin in question was a military genius - he is almost certainly less intelligent than the mage. And so on. Lead by example rubbuish *rolls eyes*

Sejs said:
Add on to that, the fact that somehow SOMEHOW a number of people seem to assume that it's their obligation to make any paladin character in a game they run fall from grace at some point. Like it's required of them. Like it's somehow fun for the player of the paladin to have to jump through hoops just in order to get their class abilities back, all while getting the luxury of no class features and getting to bear the weight of some kind of, probably forced, moral failure.

I saw it with DMs all the time, and players would police the paladin, hoping the paladin would fall so they could get on with adventuring. I saw DMs get ticked at paladins and finding creative ways of screwing them without taking away their abilities. And finally, our Eberron group let paladins have an alignment spread and loosened the restrictions. They're like Knights of Solamnia - rods up their butts, but are at least playable now.

Stupid Smurf said:
Paladins can respect and tolerate other faiths and philosophies
Not really. They can't hang out with the charming good-aligned rogue PC who doesn't mind speaking to thieves and smugglers. That's not tolerant to the rogue.

Wizardru said:
Some people have been burned by players who played Paladins poorly and assume that the problem lies with the class, not the players. That's clearly open to interpertation. I remember some "Lawful Stupid" players under AD&D, but I also know that some of the finest moments in my current campaign have been from the paladin in our game.

While I don't agree with you, I think this is a well-written and responsible answer. I have to wonder if the class is at fault, when the same problems happen so often with the class, with a wide variety of players, some of whom are good roleplayers and have played other characters very well. I think if only some very small proportion of players can play the class, and only a small proportions of DMs can handle the class in their game, that the class is the problem. It should at least be a prestige class. This makes it easier for the DM to say "no". It also makes it easier to give a "to-be-paladin" player a "trial period" to see if they can cope with the demands of the class, without automatically screwing them upon making a mistake.

Planesailing said:
I thoroughly enjoyed playing a paladin based on Corporal Carrot from the diskworld books (see "Guards Guards!" and "Men at Arms").

But Carrot lied on occasion :)

Thunderfoot said:
o Julius Caesar first roman Emperor (abhorred the carnal lusts of his subjects and opposed the "morale ambiguousness" of his age - some historical scholars believe this may have led to his execution.

I think you need to some more research yourself. Caesar created pretexts to go to war with many barbarian tribes. He certainly looked good - like any successful politician.

The Ayatollah Khomeini- though his beliefs FAR distanced him from the Western world he held true to his fervent beliefs and toppled an illegal (from his POV) regime

Maybe it's the biased western media, but didn't his forces engage in torture? They certainly sent female police officers to arrest women on the street because there was a thin line of skin visible between their cloak and their long, thick, black socks. If that's a paladin, I don't want one in any game I'm in.

o Charlemagne - French knight of the 1100s (??)- Conquered the world for the betterment of his fellow man

Nonsense. He was a warlord. He tried to conquer the world because he was better at killing people than his enemies. And as for Roland, supposed an ideal paladin, didn't he wait too long to call for help and end up dying bravely but stupidly?

Dannyalcatraz said:
, my list STARTS with Jean D'Arc/Joan of Arc- a french farmgirl who heard the commands of the Lord to take up arms and throw the British out of France...

Well, she was crazy, but to the best of my knowledge she followed that code very well.
 

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(Psi)SeveredHead said:
Not really. They can't hang out with the charming good-aligned rogue PC who doesn't mind speaking to thieves and smugglers. That's not tolerant to the rogue.

Of course they can! Paladins cannot indulge in that sort of behavior, granted, but they can be around those who do. And Paladins CAN tolerate other religions. There's numerous examples mentioned, say, in the Forgotten Realms products, of paladins of one religion working alongside other faiths for the greater good.

Look, fact is, you can have paladins played as inflexible, iron-rod-up-the-butt dogmatic fools. Fine. Far be it for me to say that that's not valid. But I still say that there's ANOTHER way that paladins can be played that make them more group-friendly without compromising paladin principles, and my way is just as valid!

I mean, take for instance a real life historical religious figure. Certain guy with the initials JC. He hung out with people of ill repute...didn't indulge in their activities or made it easy for they themselves to indulge in those activities, but he hung out with them because those were the kind of people who needed him most. See what I mean?

As for lying....well....three options:

1. Refuse to answer the question
2. Velaris (to Spock): You lied! Spock: I exagerrated. (Star Trek V)
3. ObiWan Kenonbi: "So what I said WAS the truth...from a certain point of view."

In fact, that certain holy book that mentions JC a lot has a verse: "Be as wise as serpents but as gentle as doves." Again...consider the implications. :)
 

StupidSmurf said:
Of course they can! Paladins cannot indulge in that sort of behavior, granted, but they can be around those who do.

Did you catch the example of the smugglers' boats?

And Paladins CAN tolerate other religions.

I didn't say they couldn't. I wasn't talking about religions.

Look, fact is, you can have paladins played as inflexible, iron-rod-up-the-butt dogmatic fools. Fine. Far be it for me to say that that's not valid. But I still say that there's ANOTHER way that paladins can be played that make them more group-friendly without compromising paladin principles, and my way is just as valid!

Tell me more, then.

I mean, take for instance a real life historical religious figure. Certain guy with the initials JC. He hung out with people of ill repute...didn't indulge in their activities or made it easy for they themselves to indulge in those activities, but he hung out with them because those were the kind of people who needed him most. See what I mean?

No. Those people weren't adventurers. They didn't have to sneak around committing underhanded (put perhaps necessarry) acts of "justified homicide". They didn't have to send certain persons to another room to discuss part of their plans. They were preached to - but by someone truly charismatic, so they didn't necessarily hit the roof. They didn't have to strikie deals in which they had to commit crimes "for the greater good". Etc. The real world (or reasonable facsimiles thereof - I'm an atheist) is very different from the DnD world. The kinds of things that can crop up in a DnD campaign aren't going to occur in a book that either reflects real life or a facsimile thereof.

As for lying....well....three options:

1. Refuse to answer the question

Well, isn't that obvious.

2. Velaris (to Spock): You lied! Spock: I exagerrated. (Star Trek V)

That's a lie. And an Aes Sedai trick.

3. ObiWan Kenonbi: "So what I said WAS the truth...from a certain point of view."

As above.

In fact, that certain holy book that mentions JC a lot has a verse: "Be as wise as serpents but as gentle as doves." Again...consider the implications. :)

Well, serpents aren't actually that intelligent :D But you can't be as soft as doves if your objectives involve strangling some bad guy in the dark, after you slipped some knockout drops in his drink.
 

kenobi65 said:
Why is it always paladins that we get these threads about? Why, out of all the classes, is it the paladin that seems to drive a significant percentage of the playing population nutty? I imagine it's because, unlike any of the other base classes, they've got the most explicit code of behavior presented in the PHB, but that's just my guess.
Why? Because of many reasons, as far as I'm concerned.

One would *think* that other classes with powers that are, in theory, based on their faith or behavior (e.g., clerics, druids, monks) should be equally scrutinized. Yet, one never sees threads on "my DM stripped my cleric of his powers, I think he was wrong!"
Let me first start off by saying that all classes, regardless of their origin should be scrutinized. Not just the faith/behaviour-based ones.

Well, to begin with, here we have the Paladin who is described as some lone champion of justice. Though I don't think that they need a class for that, since all 'good' heroes are champions of justice, regardless if they are cleric, paladin, rogue or wizard.

But other than that, the Paladin isn't particularly fleshed out in concept. Why would a bunch of people who become faithful to some god and a bunch of ideals then gain powers/abilities to become some warrior-priest? Where is the organization? Why wouldn't a paladin in a different environment and culture not develop different abilities. To say nothing of the differences in the edicts of their honour-code.

I agree with Crothian. Unless the GM goes out of his way to paint the picture as to what paladins are and what they do. Who they are responsible to, and what you should expect from paladins, then I think what you end up with is a miscommunication and lack of vision in regards to the concept and expectations of the class.

Throwing paladins out into a game world without a clear outline and purpose and have not solid basis in the culture or theme of the setting is like trying to explain why barbarians are living in the midst of a highly cultured and educated society.

Though most classes have a clear cut, or generalized concept. They have tried to generalize the paladin concept. But then they put in specifics like the paladin's code of honour or restrict their alignment options.

Paladins, if they wanted to make a generalized and encompassing class should have been designed so that you could choose a number of paladin abilities and spells based on the kind of paladin you want to be, namely, the character's alignment. Of course, this can easily be addressed with prestige classes. However, the alignment and classes abilities are too restrictive and specific. They should have at least made the alignment restriction limited to either good or evil. The lawful/chaotic I believe is mostly just a reflection of your moral/societal perspective.

I've always been of the mind that classes, and especially prestige classes were not only a way in which to label/design a character concept. But also some thought should have been given to the fact that classes are a product of the location/culture which the need for such classes developed.

I personally like to envision paladins as the military arm of an organized church/religion. So, a paladin would have a tie to a particular church/religion that sponsors them. Can you imagine a cleric without a religion? Should anyone then consider the paladin without concerning themselves with that paladin's religion?

If someone is going to become an adventurer, like anything else, there has to be some motivation behind this. Of course, that motivation is built into the concept of the paladin; To become a champion of good. This I believe limits the actions of players, who then in turn try to explain and justify not only this flaw, but also the conflicts in the concept and design of the paladin.

Not to mention. I felt the whole allowing the monk into the game to be a complete waste of time. It's a class I thought didn't match with the rest of the concept of a medieval fantasy paradigm.

When you think of a wizard, you gain all sorts of different ideas. You are not limited to the Merlin/Dumbledore concept. However, because of a limited, almost one-dimensional concept we have for paladins. When you think paladin, you think of the Knights Templar, and conceptually of the knights of the round table.

Conceptually, what is the purpose of the paladin? To be a slayer of evil, to be a champion for good. Not of a particular organized religion or church, but of good as a whole. I think that concept can be a little too vague as well as too restrictive.

Of course, when there is a miscommunication about the perception of what a paladin is in regards to how the players and the GM, of course this can be an excellent tool for the GM to use to develop an interesting game for their players. Not only in this one respect, but also in all respects. I think it's the GM's responsibility to try and clearly express to their players how they perceive their own game world, and it's contents. I try and show my players how I perceive what an organized growing religion is like. What thieving guilds are like or how I think a wizard's guilds should be operating.

I think if you go out of your way to paint a picture of the traditional axioms of a fantasy roleplaying setting for your players, they are able to get a clear cut vision of the basic key points that most players assume because they've seen the same examples used time and time again in other games, especially if they've been gaming for a while. Now of course this can be a factor in regards to any situation where the players would expect one thing because it was unstated by the GM and just assumed, not only in situations involving the perception in concept of the paladin; but in any situation, with any class.

In regards to those who say that paladins are not team members, or that paladins tend to force their views and morals upon other party members. Well, I think this is something that is part and parcel of allowing paladins in your game. If your paladin isn't a team player, then I would have to ask, why? As a paladin, I can quite easily imagine a character who would seek the help of friends and fellow believers who could either be convinced to join him upon a quest with the promise of a share of all treasure gained.

Bad roleplaying? Bad roleplaying!? You've got to be kidding me! I think it's bad roleplaying when any player ignores a situation that I think as a GM the character's morality or personality would conflict with. If you throw something in front of the players, like allowing the thief of the party to perform evil actions against innocent victims, and when none of the good aligned characters do not at least raise concern or explain why they aren't taking issue; then I find it poor roleplaying not to take some sort of action.

What Doctor Shaft described: Having the GM describe his game world to the players before characters are made is something I think all GMs should do. It just makes for better communication and understanding between the GM and their players.

Being uber annoying, and getting into personality/morality conflicts with the other characters is part of the game. Of course I think GMs should do something to either limit, control or eliminate this. Because it can be something that can deteriorate a game very quickly. Especially if the players themselves take the conflict personally.

Also, I cannot agree with the concept of being against anyone playing paladins who enforce their morality on other players. Of course, it is bound to happen time to time. Especially if the GMs allows players of conflicting alignments, namely evil, or just players being careless enough to perform evil actions in front of our theoretical paladin. If your playing a thief, what did you expect from the paladin when you let him know that you just stole something from the people who hired you?

But if the players don't go out of their way to resolve, justify or explain why they are ignoring something that is expected to conflict with the moral code of their character. Regardless if that character is a paladin or not. I consider that to be bad roleplaying.

If your paladin goes out of his way not to judge the moral actions of his companions, then of course that character is diverging from the original and accepted concept of the paladin. If the GM doesn't take issue with this; when the players don't explain their inaction, it is a fault of the GM. If the character would know of consequences of their actions, so should the player.

Then of course, if the GM doesn't enforce the conceptual strictures of a character concept, and the players don't choose to enforce them themselves, then I don't see it becoming a problem. Thusly, it can all be boiled down to a roleplaying choice, but only in a relaxed situation such as this. But this is the GM's fault for not cultivating and exposing this problem through some in-game plot. Your paladin isn't doing something to face the injustice of the other party members? Well, there should be some in-game consequence to these actions.

Can others see that clerics, druids, rangers and monks, all who have a belief component built into their character concept can all easily impose their morality upon other characters? I can. Clerics not healing party members until they agree to attend worship service, pray or just pay lip service to the cleric's deity. Druids and rangers both forcing the other party members to respect nature and to follow their ways when they are conducting themselves in the wilderness. Or requesting or expecting help from fellow party members when dealing with mundane/magical creatures which are viewed as being natural. Or even more importantly unnatural creatures.

Of course, the zealotry stereotype paladin is something which is very common. But cannot everyone else imagine a zealous druid or ranger?

Dragonblade said:
The problem is that people resent the notion that someone has the authority to judge them and their actions. This is fundamental human nature.
Again, I see this as a lack of communication and expectation in regards to the GM and players.

One of the problems I always see is when the players expect to have all the rights and expectations that they have in today's real world. I think it's ludicrous that players shouldn't expect their betters, namely nobles, lords and even those of a higher social status, not to have authority and to judge those below their station.

I, usually when this situation arises, will attempt to warn the player that their actions will have consequences, and will outline what the norm is in regards to my game world. Once the warning is given, the players are free to choose their character's actions, and reap their consequences.

I would also like to state that egalitarianism is something that tends to conflict with the class-structure of a medieval paradigm, especially when your going to have nobility and monarchies. Remember, egalitarianism is what over-threw the class-structure in the french revolution.

I don't think that real world morality would break down in a fantasy world. After all, morality is a collection of ideals, principles and judgements shared by cultural, religious, and philosophical concepts and beliefs subjectively determine whether given actions are right or wrong. Nothing in that excludes it from being adopted into a fictitious gaming reality. It is just that dilemmas that involve morality can be made more complex by having a plethora of other sentient creatures and races which would all have their own morality.

Do we not have conflicts in our own real world where people have different views as to how animals should be treated?

I don't know how anyone can be agnostic in a game world where there is direct and positive proof that deities exist and influence the world on a daily basis. Atheism is another matter altogether; that's just outright stupidity.

Oh, yes...and beef stew and chocolate go well together. Just a little chocolate for flavour. Ever heard of a mexican sauce called mole? (pronounced Mole-lay).
 
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StupidSmurf said:
Of course they can! Paladins cannot indulge in that sort of behavior, granted, but they can be around those who do. And Paladins CAN tolerate other religions. There's numerous examples mentioned, say, in the Forgotten Realms products, of paladins of one religion working alongside other faiths for the greater good.

Look, fact is, you can have paladins played as inflexible, iron-rod-up-the-butt dogmatic fools. Fine. Far be it for me to say that that's not valid. But I still say that there's ANOTHER way that paladins can be played that make them more group-friendly without compromising paladin principles, and my way is just as valid!

I mean, take for instance a real life historical religious figure. Certain guy with the initials JC. He hung out with people of ill repute...didn't indulge in their activities or made it easy for they themselves to indulge in those activities, but he hung out with them because those were the kind of people who needed him most. See what I mean?

As for lying....well....three options:

1. Refuse to answer the question
2. Velaris (to Spock): You lied! Spock: I exagerrated. (Star Trek V)
3. ObiWan Kenonbi: "So what I said WAS the truth...from a certain point of view."

In fact, that certain holy book that mentions JC a lot has a verse: "Be as wise as serpents but as gentle as doves." Again...consider the implications. :)

It is also possible to have values that trump the truth on occassion. For example, paladins of some deities may be able to lie in the defense of life. According to the Talmud, life is so important that with only three exceptions, every single Jewish law may be disopeyed if it can be demonstrated that keeping it would be life-threatening. (As an example, a person can pretend to convert under duress to a faith.) The exceptions are idolatry, murder and sexual immorality. So, if a player was running a character according to a similar code, then lying would be permissible in some circumstances. (For example, lying to people bent on murder about where some refugees are hidden on a boat would be an example of an allowable lie.)

I think the key thing for players of paladins and DMs is to work together to define a code that will be playable, but requires the character to strive towards a high standard. This may help to not only define the character's beliefs, but perhaps the character's goals as well.
 
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Im very lenient with paladins, as long as they can show their good-aligned reason for doing something, they can do it. Different people have different views on morality, so the Im right your wrong just does work with paladins. But in every other class its fine.:)
 

Just a note:

Carrot actually never lies. I remember the quote from one of the books where Angua is shocked that Carrot not only bluffs the arms guard, but bluffs him by completely telling the truth. Carrot repeatedly says that he will be forced to obey a command that he doesn't want to if the arms guard tells him to go away. Completely true. And very, very intimidating. Never mind that the order is for him to peacefully leave.

This is a perfect example of a paladin in play.

As far as other classes having codes, well, under clerics it mentions that grossly violating the tenets of your faith results in a loss of clerichood. I remember the shock on one of my player's faces when I actually enforced this rule after his lawful good priest of Corean sat back and watched orcs torture and eat prisoners. Granted the prisoners were pirates, but, they were still human. Poof, instant warrior with good saves.

If DM's actually started enforcing the dogma of clerics, druids and other classes the way they should instead of letting it slide and making Father Generic clerics run rampant, we'd see an awful lot less paladin threads.

However, one point I will agree with is that paladins should be a PrC rather than a core class. It would make things a lot easier IMO, since PrC's are usually fairly loaded with fluff points to make them fit into campaigns. The base classes are very light when it comes to fluff since the fluff is intended to come from the campaign.

As has been mentioned, paladins (and IMO, Clerics and druids) should be THOROUGHLY discussed before play instead of just treated like any other class.
 

I think that a lot of the problems comes with individuals' views about morality and ethics. We are in a more morally ambiguous era, and those whose values are less subject to waffling are often seen as more unreasonable (or "evil"). We're taught today to compromise at all costs - so to be uncompromising is the "wrong" path.

That a Paladin might allow a lie to pass in order to serve the "greater Good"... I still think that is the essence of Chaotic Good (to serve Good at any cost, with the ends justifying the means). Maybe not a reason to be a stupid DM to force stupid decisions on your players in order to stupidly trap a Paladin... but I don't think Lies of Omission are Lawful acts.

This is why I think the Palladium alignments are better. There is Good, there is Evil, and Selfish (those who don't ever choose). The only real ambiguity exists for people who don't believe in anything... which is the essential difference between no-good scoundrels and fundamentally good scoundrels like Han Solo.

Anyway, you'll never get agreement on how a Paladin should act because everyone has differing personal values, especially with regards to what is "good" in life.

(Psi)SeveredHead said:
Well, she (St. Joan) was crazy, but to the best of my knowledge she followed that code very well.

Definitely to the modern eye, St. Joan and her fervent belief does seem crazy.

St. Joan was condemned as a heretic through the manipulations of the English & the Burgundians... but ultimately she was canonized as a Saint precisely because of her "crazy", uncompromising beliefs.

Her church broke and betrayed her before she broke, and that's the difference between simple Clerics and Paladins IMO... of course, my views of Paladins is probably more extreme.

If I play "Lawful Stupid", it's for character reasons. The game is not rolling dice well. The game is inventing a role, and living in it... and seeing where that story goes. I don't particularly care if I cut down 2049 goblins - it's the style in which it is done that matters. I would rather be known as a memorable Lawful Stupid character than a good goblin-chopper.

Really, what's worse than "Lawful Stupid" characters? Chaotic Stupid Dungeon Masters who come up with Chaotic Stupid situations to "trap" players for no good reason... and that's probably the biggest problem with Paladins - as stated before, the antagonistic behavior between players and DMs in what should be a cooperative endeavor.

I mean, really, how do you win at roleplaying? Is it like winning the internet? That's what I don't get about playing these games sometimes...
 

Hussar said:
If DM's actually started enforcing the dogma of clerics, druids and other classes the way they should instead of letting it slide and making Father Generic clerics run rampant, we'd see an awful lot less paladin threads.

However, one point I will agree with is that paladins should be a PrC rather than a core class. It would make things a lot easier IMO, since PrC's are usually fairly loaded with fluff points to make them fit into campaigns. The base classes are very light when it comes to fluff since the fluff is intended to come from the campaign.

As has been mentioned, paladins (and IMO, Clerics and druids) should be THOROUGHLY discussed before play instead of just treated like any other class.

I think this is important for any character who is receiving power from a source besides the character. (You can perhaps add rangers to the list, as they are divine spell casters.)

This would perhaps lead to not only fewer palading threads, but could also provide several good role playing hooks for characters. It should be remembered that if a character represents a deity or a philosophy, then there should be a set of standards that are vitally important for a character.
 

Re: Exageration/point-of-view.

That's a lie. And an Aes Sedai trick.

No it's not. A lie, anyway. Can't say on the Aes Sedai bit, as I never got past book two.

Guy A: *points to a car* What is that I'm pointing to?

Guy B: A car (truth) // a way to get around (exageration) // freedom (point-of-view) // I couldn't tell you (evasion or opting not to answer).

All of the above are true statements.


Guy A: *points to a car* What is that I'm pointing to?

Guy B: A trombone.

Is, obviously, not true.


The question boils down to: do you require paladins to tell the absolute, unswerving, unpainted, unaspected truth regardless of the consequences or whom those consequences might fall upon?

If the goons of Evil King von Nastybad bang on the safehouse door and ask the paladin "Are you hiding any rebels in there?" is the paladin required to tell them a flat out 'yes'?
 

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