IcyCool
First Post
Peter Gibbons said:Bah!
Lawful (as an alignment) != "obeys local laws"
True, but the Paladin's code requires that a Paladin "respect legitimate authority."
Peter Gibbons said:Bah!
Lawful (as an alignment) != "obeys local laws"
Lord Pendragon said:I currently play a paladin. My PC would seek the counsel of his god (through the graces of a cleric he trusts and Commune.) It may be that his god wants the paladin imprisoned. Perhaps there is another innocent man in prison who will shortly need a champion. Perhaps there is a wizened old cleric who needs to be broken out. For whatever reason, it may be God's Will that he go to prison, and he isn't wise enough to discern God's Will on his own.
So, Commune. Should this paladin allow himself to be imprisoned?
Being Good requires one to have a "respect for life." It doesn't mean Good characters can't or won't kill their enemies dead.IcyCool said:True, but the Paladin's code requires that a Paladin "respect legitimate authority."
Lord Pendragon said:Respect for something does not mean blind subservience to it or an inability to act against it. A paladin will most likely consider very carefully before going against legitimate authority, but that doesn't mean he can't do so when the need arises.
*shrug* Obviously I disagree. IMO, a paladin is a Sword of God. In most cases, he can feel confident that he knows against whom he should pit himself. His own morality guides him. But in a scenario where he finds himself lost and confused, unsure which path he should take, why wouldn't he seek out divine counsel? And per the spell description, it doesn't even necessarily bother the deity itself, either. Commune can make contact with an angel just as easily. My paladin won't quibble. Angelic counsel is good enough.Numion said:IMO it's not the Paladins duty to be the gods puppet of sorts - thats why the god channels his power through Paladins in the first place, so that he wouldn't have to attend to minutiae of the world. In meta-game level it would also create a boring DM-player relation, because the DM, not the player, would have to come up with answers to moral dilemmas. And I guess those are part of playing a Pally.
Lord Pendragon said:*shrug* Obviously I disagree. IMO, a paladin is a Sword of God. In most cases, he can feel confident that he knows against whom he should pit himself. His own morality guides him. But in a scenario where he finds himself lost and confused, unsure which path he should take, why wouldn't he seek out divine counsel? And per the spell description, it doesn't even necessarily bother the deity itself, either. Commune can make contact with an angel just as easily. My paladin won't quibble. Angelic counsel is good enough.![]()
I also disagree with your comment about moral questions. I don't think playing a paladin means being subjected to silly moral paradoxes any more than playing a cleric, or a rogue. Moral puzzles can be part of a campaign certainly, but playing a paladin isn't about being constantly put in "who do you save, your wife or your mother?" situations all the time. It's about picking up a sword and bringing down the Wrath of Heaven on the skittering creatures of the Dark.
Not that your idea is wrong or unique. I've seen a lot of folks on these boards who believe as you do, that for some reason playing a paladin is tantamount to taking a moral philosophy test without the benefit of the class. But for me, it has nothing to do with it.
You're right, now that you explain it, your paladin playstyle is much closer to mine that I thought it was.Numion said:I don't play Paladins, or require them played, like you think I do.
In my games Paladins are pretty much "shoot from the hip" variety. Go with the flow, and for example killing prisoners might even be permissible - after all the Paladin is a judge, jury and executioner (for heinous crimes) in the same (that's from FRCS, IIRC). No point bringing live prisoners from lawless lands for judgement in city, because the Paladin can judge them on the spot, and death sentence is what's in store for most roaming and pillaging monsters anyway.
Fair enough. Personally I see it more as a plot-hook, rather than telling the players what to do. The paladin's player isn't forced to seek divine guidance every time he sneezes, but if there comes a situation where the paladin feels the wrong choice could work against his god's interests, and he isn't sure which, I feel fine with giving a questioning paladin (and player) affirmation.I just have aversion for making any decisions on the players part. Communion is good for information gathering, but I'd be vary of using it to give players directions of action. Players have only the PCs to control, I as a DM have everything else. So I'm very strict of them having 100% of that small piece. I'll give consequences for their actions, yes, but I won't give them the actions themselves.
Again, I can see your reasoning. But IMO no mortal can understand a god's designs, and it may be necessary for a paladin to get affirmation of where he belongs in it. Take the prison scenario. The god may have a reason for wanting the paladin imprisoned that the paladin doesn't know. His inclination is to not be imprisoned so he can continue to smite evil, but he wants to make sure he isn't working against his god's designs. So he asks a yes/no question to get him that info, then he makes his choice. Commune doesn't allow one to ask "what should I do?" But it does allow one to affirm if a considered course of action is in line with God's plan.It's me as a DM thru the angel or whatever, giving the PC the 'right' course of action. Even in a nine-ways alignment world, there is no need for one right action. The god trusted in the first place to give the Paladin his powers - he'll trust the Paladin to do the right thing on his own now. Commune could give him more info so he can judge the situation for himself, if the Paladin so chooses to use it, but the direct answer to "What should I do?" would likely to be, in my game, "What your heart tells". Call it a cop out, but it puts the ball where it should be: on the players court.
Lord Pendragon said:Take the prison scenario. The god may have a reason for wanting the paladin imprisoned that the paladin doesn't know. His inclination is to not be imprisoned so he can continue to smite evil, but he wants to make sure he isn't working against his god's designs. So he asks a yes/no question to get him that info, then he makes his choice. Commune doesn't allow one to ask "what should I do?" But it does allow one to affirm if a considered course of action is in line with God's plan.![]()
dren said:His associated religion cannot risk breaking their own word or to be seen directly breaking the laws of the land.
Right now, his most convenient ploy is self-exile in a savage land outside the political reaches of the country. This is what everyone wants him to do (his church, his friends and his family) to avoid the ugly scene of an honoured paladin and son of the city being brought back to the city in chains. Right now, he is on the borderlands, still officially part of the country but in areas where the law is merely a convenience. He is still able to fulfill his vows but he does not know why he was set-up and afraid it may be a past of a bigger plot to hurt his religion or his noble family.