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Why Should It Be Hard To Be A Paladin?
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<blockquote data-quote="frankthedm" data-source="post: 3134785" data-attributes="member: 1164"><p>The big problem with paladins is that <em>all </em>players have too be in agreement what is and is not evil in game and the DM has to make the final calls. But to some folks, if only subconsciously, there is not a difference between in-game and out-of-game evil. When one person says ” this is not evil” in game, and someone else disagrees on a more personal level, a rift begins because someones <em>personal beliefs </em> have been challenged through the medium of the D&D game. This rift is what I believe makes paladin argument so hot blooded. A DM who cannot decide for his or her game whether if an act is evil or not, have no business allowing players to choose paladins. The first thing I do for paladins is that I don’t drag modern morals into D&D. A Paladin is expected to show mercy to good and neutral foes, but they are also tasked with punishing the wicked. A paladin being merciful can stay his blade against a being only faintly evil, in the hopes of redeeming the lowly being, but to stay his blade against the truly wicked is a dereliction of his gods’ given duty.</p><p></p><p>Knowledge Religion is used to answer moral questions IMC so the right answer is just a few skill points away..</p><p></p><p>Guarded soul[Ex.] your soul cannot be killed through death effects or being fed upon by soul consuming entities, your body may die but your eternal reward is assured. </p><p></p><p>Can Multiclass without restriction into; the Monk order of the Platinum Fist, Cleric If deity is Lawful Good, Wizard or Sorcerer if Patron Deity Is Marduk.</p><p></p><p>And on Detect Evil: Aura strength is based on [mis]deeds for mortals rather than level or hit die. A truly horrible low level commoner can make some fiends jealous. </p><p></p><p>Using the Detect evil ability is as a supernatural ability, rather than as the spell. No components. While active it causes the Paladin’s eyes to glow with white angelic light. A paladin is expected to interpret aura strength as Urge to kill. </p><p></p><p>Faint: Proving your mercy would be for the best, but let not the wicked benefit from such.</p><p>Moderate: Enough foul deeds committed that a Merciful end is more than deserved.</p><p>Strong: Their path is chosen, Destroy without delay, but minimize the disorder that might occur in delivering justice.</p><p>Overwhelming: Cut this fiend down now! You need heed no law of the mortal world for a greater one had decreed the fiend’s fate.</p></blockquote><p></p>
[QUOTE="frankthedm, post: 3134785, member: 1164"] The big problem with paladins is that [I]all [/I]players have too be in agreement what is and is not evil in game and the DM has to make the final calls. But to some folks, if only subconsciously, there is not a difference between in-game and out-of-game evil. When one person says ” this is not evil” in game, and someone else disagrees on a more personal level, a rift begins because someones [I]personal beliefs [/I] have been challenged through the medium of the D&D game. This rift is what I believe makes paladin argument so hot blooded. A DM who cannot decide for his or her game whether if an act is evil or not, have no business allowing players to choose paladins. The first thing I do for paladins is that I don’t drag modern morals into D&D. A Paladin is expected to show mercy to good and neutral foes, but they are also tasked with punishing the wicked. A paladin being merciful can stay his blade against a being only faintly evil, in the hopes of redeeming the lowly being, but to stay his blade against the truly wicked is a dereliction of his gods’ given duty. Knowledge Religion is used to answer moral questions IMC so the right answer is just a few skill points away.. Guarded soul[Ex.] your soul cannot be killed through death effects or being fed upon by soul consuming entities, your body may die but your eternal reward is assured. Can Multiclass without restriction into; the Monk order of the Platinum Fist, Cleric If deity is Lawful Good, Wizard or Sorcerer if Patron Deity Is Marduk. And on Detect Evil: Aura strength is based on [mis]deeds for mortals rather than level or hit die. A truly horrible low level commoner can make some fiends jealous. Using the Detect evil ability is as a supernatural ability, rather than as the spell. No components. While active it causes the Paladin’s eyes to glow with white angelic light. A paladin is expected to interpret aura strength as Urge to kill. Faint: Proving your mercy would be for the best, but let not the wicked benefit from such. Moderate: Enough foul deeds committed that a Merciful end is more than deserved. Strong: Their path is chosen, Destroy without delay, but minimize the disorder that might occur in delivering justice. Overwhelming: Cut this fiend down now! You need heed no law of the mortal world for a greater one had decreed the fiend’s fate. [/QUOTE]
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