FireLance
Legend
In another thread, the following statement was made:
It seems to me that there is an unspoken assumption that being a paladin should be difficult, that DMs should go out of their way to make life hard for a paladin, and that deciding to play a paladin character is the equivalent of hanging a "kick me" sign on your back.
What I'm curious about is, why should that be the case? In previous editions of the game, the paladin was supposed to be more powerful than an ordinary fighter, so a role-playing restriction was inserted to balance out a mechanical advantage (to a lesser extent, this was also true of the ranger).
However, now that the paladin is better balanced against the other classes, why not give it a bit more leeway? If you're DMing a paladin and you're unsure whether the character did something against his code of conduct, or whether what he did was actually an evil act, why not give him the benefit of the doubt? If you're the type of DM that removes a paladin's powers for the slightest infraction, what do you do to compensate?
Belbarid said:But should a Paladin use lethal force against non-Evil sentient beings without first a serious, honest attempt to end the situation without killing? No. Absolutely not. Does that put Paladins at a major disadvantage? Sure does. It isn't easy being a Paladin. There's no excuse for failure to live up to their standards, and their death is, to them, a preferable end to moral failure.
It seems to me that there is an unspoken assumption that being a paladin should be difficult, that DMs should go out of their way to make life hard for a paladin, and that deciding to play a paladin character is the equivalent of hanging a "kick me" sign on your back.
What I'm curious about is, why should that be the case? In previous editions of the game, the paladin was supposed to be more powerful than an ordinary fighter, so a role-playing restriction was inserted to balance out a mechanical advantage (to a lesser extent, this was also true of the ranger).
However, now that the paladin is better balanced against the other classes, why not give it a bit more leeway? If you're DMing a paladin and you're unsure whether the character did something against his code of conduct, or whether what he did was actually an evil act, why not give him the benefit of the doubt? If you're the type of DM that removes a paladin's powers for the slightest infraction, what do you do to compensate?