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What would a paladin do
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<blockquote data-quote="Numion" data-source="post: 2685359" data-attributes="member: 124"><p>Bothering the deity is not really the issue. 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. </p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>Actually you'll notice that wrote "I guess.." those are part of playing a Paladin. I was about to add "..judging by the amount of threads here", but stupidly didn't. I don't play Paladins, or require them played, like you think I do.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Numion, post: 2685359, member: 124"] Bothering the deity is not really the issue. 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. 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. Actually you'll notice that wrote "I guess.." those are part of playing a Paladin. I was about to add "..judging by the amount of threads here", but stupidly didn't. 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. [/QUOTE]
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