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Why aren't paladins liked?
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<blockquote data-quote="DM-Rocco" data-source="post: 2336120" data-attributes="member: 14451"><p>Okay, again, reread the post above where I detail the pages.</p><p></p><p> </p><p>Also, the original post was concerning why are paladin disliked or given a bad rap, not what a paladin can and can't do. But since it is turning into that, here goes, I am correct. The Paladin is supposed to be played as the moral back bone of society. Just cause you as an out of character player may take a rogues dishonest information and run with it doesn't mean it is the correct thing for a paladin to do. That would be an extremely liberal interpation of what a paladin can and can't do.</p><p> </p><p>The bottom line is that if your DM is cool with you side tracking the paladin code, and yes I do know there is more than one code you can play by, and you are having fun and the party is having a good time, no worries. However, if you are running around knowingly taking dishonest information just for the sake of convenience or taveling with evil or known law breakers or whatever, then according to the books, you are not playing him right.</p><p> </p><p>Just be happy you didn't play a paladin in first edition AD&D, pay close attention to rule number 4:</p><p> </p><p>Page 22 PHB</p><p> </p><p>The following strictures apply to paladins:</p><p> </p><p>1. They may never retain more than ten magic items; these may never exceed:</p><p>armor, 1(suit)</p><p>shield, 1</p><p>weapons, 4</p><p>any other magic items, 4</p><p> </p><p>2. They will never retain wealth, keeping only sufficient treausres to support themselves in a modest manner, pay henchmen, men-at-arms, and servitors, and to construct or maintain a small castle. Excess is given away, as is the tithe.</p><p> </p><p>3. An immediate tithe (10%) of all income - be it treasure, wages, or whatever - must be given to whatever charitable religous institution (not a cleric player character) of lawful good alignment the paladin selects.</p><p> </p><p>4. Paladins will have henchmen of lawful good alignment and none other; they will associate only with characters and creatures of good alignment; paladins can join a company of adventurerers which contains non-evil neutrals only on a single expedition basis and only if some end which will further the cause of lawful good is purposed.</p><p> </p><p>5. If possible, paladins will take service or form from an alliance with lawful good characters, whether players or not, who are clerics or fighters or noble status.</p><p> </p><p>In addition the paladin could not atone for his sins if he commited an evil act, period. You had to become a fighter.</p><p> </p><p> </p><p>This is surely where the paladin got a bad rap in the history of D&D.</p></blockquote><p></p>
[QUOTE="DM-Rocco, post: 2336120, member: 14451"] Okay, again, reread the post above where I detail the pages. Also, the original post was concerning why are paladin disliked or given a bad rap, not what a paladin can and can't do. But since it is turning into that, here goes, I am correct. The Paladin is supposed to be played as the moral back bone of society. Just cause you as an out of character player may take a rogues dishonest information and run with it doesn't mean it is the correct thing for a paladin to do. That would be an extremely liberal interpation of what a paladin can and can't do. The bottom line is that if your DM is cool with you side tracking the paladin code, and yes I do know there is more than one code you can play by, and you are having fun and the party is having a good time, no worries. However, if you are running around knowingly taking dishonest information just for the sake of convenience or taveling with evil or known law breakers or whatever, then according to the books, you are not playing him right. Just be happy you didn't play a paladin in first edition AD&D, pay close attention to rule number 4: Page 22 PHB The following strictures apply to paladins: 1. They may never retain more than ten magic items; these may never exceed: armor, 1(suit) shield, 1 weapons, 4 any other magic items, 4 2. They will never retain wealth, keeping only sufficient treausres to support themselves in a modest manner, pay henchmen, men-at-arms, and servitors, and to construct or maintain a small castle. Excess is given away, as is the tithe. 3. An immediate tithe (10%) of all income - be it treasure, wages, or whatever - must be given to whatever charitable religous institution (not a cleric player character) of lawful good alignment the paladin selects. 4. Paladins will have henchmen of lawful good alignment and none other; they will associate only with characters and creatures of good alignment; paladins can join a company of adventurerers which contains non-evil neutrals only on a single expedition basis and only if some end which will further the cause of lawful good is purposed. 5. If possible, paladins will take service or form from an alliance with lawful good characters, whether players or not, who are clerics or fighters or noble status. In addition the paladin could not atone for his sins if he commited an evil act, period. You had to become a fighter. This is surely where the paladin got a bad rap in the history of D&D. [/QUOTE]
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