Lanefan
Victoria Rules
It's the corresponding penalty to cancel out all the benefits the class gets. In that part, philosophically I like it, but I won't dispute for a second that the implementation could have been much better done.That's what I would say, but the class description repeatedly goes out of it's way to emphasize how strict the code of conduct is and how the DM should adjudicate it. I think the book is very clear that the code of conduct is supposed to be rigid, inflexible, and deliberately onerous.
Funny - and also oddly apropos to topic - with the very first character I ever played (the heavy-Ranger I referenced once or twice upthread) I-as-player decided he came from a land and culture that hated - or more correctly was scared to death of - magic and those who used it. He was rolled up as if from the DM's game-world but we massaged his background such that he was a transplant from my still-in-development setting; and as a setting element in the area from which he came magic was dangerously unstable - casting any spell risked blowing up someone's house or starting a forest fire.It's the UA Barbarian and their hatred of magic, magic items, and magic-users that's more in line with a class description that only has a subtext of disruptive play. With Cavaliers, it's just text.
End result: to begin with he kinda played very much like a UA Barbarian, only absent the enforcing mechanics. As his career went on he slowly came to accept magic here was more reliable than where he'd grown up.
This was all several years before UA came out, and at a time where I knew absolutely nothing about the game.

Heh - round here Henry V wouldn't stand a chance! It's more like a glorious mix of Lord of the Rings, Game of Thrones, and Xena-Hercules, where sometimes the greatest obstacles to success are the rest of your own party.Or, you could play characters that aren't so disruptive that they require the rest of the party to warp reality around your PC's obnoxious personality. There are, after all, multiple people at the table who want to play.
Yes, it's funny when B. A. Baracus has to be drugged with spiked milk every time the A-Team wants to fly, but that's because it's a throwaway gag every few episodes that takes all of 30 seconds. If you were playing in a game where characters routinely handwave away hours of air travel and now you can't because one player decides to play a character that refuses to cooperate, well, you've just forced everyone else at the table to stop playing the game and put up with your character trait whenever they want to get something done. It's hard not to label that obnoxious. It's hard not to say that you've taken your character and turned them into an obstacle. It's not really a huge leap to call a player-contrived obstacle disruptive to the game. It's certainly fine if everyone is on board with these kind of diversions, but if most of your table is expecting Henry V and someone keeps injecting Twelfth Night you shouldn't be surprised that you might upset some people.

That sounds more like what they had to do with Lleldorin (the Asturian archer) all the time. Mando saw Belgarath as a leader and would thus usually follow his orders. Lleldorin wouldn't know an order if it hit him in the face.I'm fairly certain that, on more than one occasion, the party has to distract Mandorallen and get him away from where the action is taking place so he doesn't immediately ruin the quest by attacking or killing some less savory individual because they don't look the part. Mandorallen comes across as an idiot to be endured because his battle prowess was unmatched. Indeed, I'm fairly certain Polgara or Beldin said as much.
The best times IMO are when the whole party are like that!These kinds of character traits might make for comedic moments in literature, but like Kender and Gully Dwarves it very easily makes gameplay excruciating. It means that one character gets to dominate every interaction with NPCs to the extent they their characters must be effectively taken out of play before anyone else can play the game. It means one PC has to be "dealt with" before the rest of the party can actually roleplay their characters.
