ForceUser
Explorer
Properly roleplayed, Paladins add a lot to the game. They should hold their comrades to a higher standard, which can create conflict with less scrupulous partymembers. This conflict can be constructive and dramatic and add to the roleplaying experience, as it does in my campaign, or it can be divisive and onerous, as it does in other campaigns that I have heard of. For a Paladin to work well within a group, the players of the other characters need to work with the Paladin's player to create a good roleplaying atmosphere that advances the story - even if that story is about the constant contention between the Paladin and the party Rogue.
Paladins are roleplay-focused characters, which is good because in my experience they are not particularly impressive in combat. They are durable but typically not as ferocious an opponent as a Barbarian or Fighter. Still, they are a great addition to most campaigns, provided the player group is willing to make certain allowances for behavior and the DM is willing to put a great deal of effort into roleplaying moral and ethical dilemmas and fighting undead and evil outsiders.
Paladins are roleplay-focused characters, which is good because in my experience they are not particularly impressive in combat. They are durable but typically not as ferocious an opponent as a Barbarian or Fighter. Still, they are a great addition to most campaigns, provided the player group is willing to make certain allowances for behavior and the DM is willing to put a great deal of effort into roleplaying moral and ethical dilemmas and fighting undead and evil outsiders.