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General Tabletop Discussion
*Pathfinder & Starfinder
Would you allow this paladin in your game? (new fiction added 11/11/08)
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<blockquote data-quote="pemerton" data-source="post: 6056927" data-attributes="member: 42582"><p>I'm not sure that this is true, at least not in all cases.</p><p></p><p>In AD&D the limitation on druid armour are obviously a drawback. But the weapons not so much - they seem to be for flavour as much as anything else, give that the druid gets accesss to a good one-handed weapon in the form of the scimitar.</p><p></p><p>Rangers suffer a disadvantage in being restricted in what they can own, and not being able to have henchmen until 8th level, but its not clear that Good alignment is a penalty - after all, many PCs will be good in any event without particularly suffering as a result. It seems to me to be more about archetype enforcement.</p><p></p><p>When it comes to paladins, the tithing requirement and magic item limits are obviously a disadvantage mechanic. But whether the restrictions on henchmen and acquaintances are a disadvantage or not is very campaign specific. In a traditional dungeon-crawling campaign they might be - because some of the limited supply of henchmen and allies will be evil or neutral - but in a Dragonlance-type campaign they would be no disadvantage at all, given that the game assumes all the PCs will be good in any event.</p><p></p><p>More generally, for an honour requirement to be a constraint on mechanical power requires a particular sort of campaign set up, in which being dishonourable is a regular source of powering up. I am not sure how many D&d campaigns fit that description, but I would be surprised if its a majority of them.</p><p></p><p>In a campaign in which the GM enforces alignment and codes, these are a power limitation for the paladin only if the GM is regularly framing situations in which acting dishonourably or in a chaotic or evil fashion would be mechanically advantageous. How frequent is that in the typical D&D campaign? As I said, I doubt that it is very frequent in a majority of campaigns. It probably is more frequent in a classic Gygaxian campaign. In that sort of campaign, I assume fewer people play paladins!</p><p></p><p>As for smite evil (not actually a feature of any version of D&D except 3E), how much stronger does a paladin PC become if the player gets to decide who is worthy of smiting? To put it another way, how many combats does the typical D&D party have against non-evil antagonists. My guess is, not that many. The typical Monster Manual and typical module is certainly chock full of evil monsters and NPCs!</p><p></p><p>So I have doubts that a paladin who is allowed to smite whomever the player chooses will really gain any sort of noticeable power-up.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6056927, member: 42582"] I'm not sure that this is true, at least not in all cases. In AD&D the limitation on druid armour are obviously a drawback. But the weapons not so much - they seem to be for flavour as much as anything else, give that the druid gets accesss to a good one-handed weapon in the form of the scimitar. Rangers suffer a disadvantage in being restricted in what they can own, and not being able to have henchmen until 8th level, but its not clear that Good alignment is a penalty - after all, many PCs will be good in any event without particularly suffering as a result. It seems to me to be more about archetype enforcement. When it comes to paladins, the tithing requirement and magic item limits are obviously a disadvantage mechanic. But whether the restrictions on henchmen and acquaintances are a disadvantage or not is very campaign specific. In a traditional dungeon-crawling campaign they might be - because some of the limited supply of henchmen and allies will be evil or neutral - but in a Dragonlance-type campaign they would be no disadvantage at all, given that the game assumes all the PCs will be good in any event. More generally, for an honour requirement to be a constraint on mechanical power requires a particular sort of campaign set up, in which being dishonourable is a regular source of powering up. I am not sure how many D&d campaigns fit that description, but I would be surprised if its a majority of them. In a campaign in which the GM enforces alignment and codes, these are a power limitation for the paladin only if the GM is regularly framing situations in which acting dishonourably or in a chaotic or evil fashion would be mechanically advantageous. How frequent is that in the typical D&D campaign? As I said, I doubt that it is very frequent in a majority of campaigns. It probably is more frequent in a classic Gygaxian campaign. In that sort of campaign, I assume fewer people play paladins! As for smite evil (not actually a feature of any version of D&D except 3E), how much stronger does a paladin PC become if the player gets to decide who is worthy of smiting? To put it another way, how many combats does the typical D&D party have against non-evil antagonists. My guess is, not that many. The typical Monster Manual and typical module is certainly chock full of evil monsters and NPCs! So I have doubts that a paladin who is allowed to smite whomever the player chooses will really gain any sort of noticeable power-up. [/QUOTE]
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Would you allow this paladin in your game? (new fiction added 11/11/08)
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