D. Kembe |
Well considering Kembe always tries to keep him with him, and he also is LG, its a good time for the others in the party to accomplish tasks that are less than law abiding or Paladin-esk.
D. Kembe |
That will be a given.. but I suggest you do the more blatant things while I've got him distracted. As well as myself. Its like a recurring theme in a comedy.... it never gets old.
Sejiri |
That seems like a pretty solid idea, but I've only just realized upon starting to play a paladin how many underhanded or illegal things the Society makes us do. It'd take quite a lot of effort and could lead to the party being split on occasion.
GM Granta |
I've only just realized upon starting to play a paladin how many underhanded or illegal things the Society makes us do. It'd take quite a lot of effort and could lead to the party being split on occasion.
Exactly. From my experiences playing a paladin and GMing for them in PFS, it requires a lot of foresight and role-playing to make things work.
The two generalized paths I've seen taken are the paladin avoids learning about things through some deficiency, i.e. my first paladin had a wisdom of 5 and was very gullible. Or the party needs to proactively provide tasks for the paladin before they even get close to dangerous territory.
Norril Tyndall |
Ok, so I suppose while you two are walking around the house, the rest of us will try and break in? Our collective str modifier is -4 without you guys, so a brick through the window may be our only feasible option unless someone happens to have disable device. I'll buy a skeleton key at the conclusion of this scenario.
Zevryn Raduva |
My GM run of the Confirmation has completed, so when the Wounded Wisp is complete, I'll apply it to Zevryn and he'll have an equal number of XP and resources to the rest of the party.
Forvenniel Anwamanë |
A more stable group, but even that is likely to change slowly over time. I guess that should lead to more of an AP type party dynamic.
That and obviously getting to higher level than is normal in PFS play.
Zevryn Raduva |
To echo the others, a more stable group is usually more fun to play with. The first time I gm'd I took the same group through 6 scenarios together with some improved RP events in between and really it was much better than just hopping into pfs with random players over and over again.
So that's about all I expect, a fun, organic group dynamic, which in and of itself is different from normal PFS play.
Sejiri |
I like to think it'll be a fair amount like normal Society play, but having (at least mostly) the same group will likely provide great RP opportunities and fun. I assume the characters will get to know each other quite well and as such be able to surmount many challenges.
I have to say, I really liked the idea of occasionally switching GMs, should other wish to. That way there would sometimes be an ever so slightly different group. I wouldn't go so far as to say having the same characters all the time would make it go stale, but a bit of variety could be nice. Granta, I don't know if you are applying all of this to one character, though.
Zevryn Raduva |
Personally I think of magic as kind of "math" in that, since wizards need to study it, there are likely patterns and replications in magical sources that might help individuals discover the intent of a magical item, and thus it's purpose (and knowing the name is just a mechanical thing), so in this sense, having an extra scholar of the arcane around might be like having someone look over a proof to see if it makes sense.
That's my interpretation though, and I'm fine with whatever your ruling is.
Forvenniel Anwamanë |
I normally let folk aid on that, as long as they can all cast detect magic. They can discuss various auras and how they intersect etc.
No biggie one way or the other.
Sejiri |
Sorry about the lateness of my posts recently, work has started to pick up once more. Shouldn't be a problem, I just need to reacquaint myself with my old writing schedule again.
On a different note, I've been thinking about my paladin's code and what things I can and can't do. In this case, it's mostly about Disable Device, which I'll likely put a few ranks in upon getting ninja levels. Picking locks generally seems like a forbidden use of the skill, unless it is in some sort of den-of-evil situation. Even then, it might be a bit iffy. Disarming traps seems more acceptable, though I've heard a few people say it was a violation, which I didn't understand. They didn't provide much reasoning with their arguments, so I assume it was just them not seeing paladins as doing such a thing because next to none have the requisite skill. Anyone have any opinions on this?
Now, the next part was going to be about how Chaldira Zuzaristan doesn't have a set paladin code and that me, the GM, and anyone else interested should work out a few tenets I should follow. I then realized she does have a paladin code, right here. I was actually a bit surprised at what wasn't there, most of which I included in the first point below. Given that I already thought them up, I have here two additional strictures I thought appropriate.
- I will not wait and see innocents harmed before entering the fray on their behalf. To have a plan is useful, but cannot always be achieved without wasting time better used directly helping.
- I will aid my friends and any others in need. Questions about how they got into such a situation should be reserved for afterwards, if asked at all. They may be unnecessary or put the respondent in a state of discomfort.
Norril Tyndall |
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I don't see how trap disabling would violate the generic or Chaldira specific paladin code. I'd argue locks are a case by case basis.
I think your specific paladin code even offers a little more flexibility with regards to locks. "Every discovery might be an asset for good. Learning and exploration are my sacred duties." If your sacred duty explicitly involves learning and exploring, I'm sure there are several situations where it would be within your code to unlock a lock that may not otherwise be acceptable. Not that I think you should run wild unlocking everything in the name of knowledge, but it does put some situations in a grey area.
With regards to a den of evil type situation, I personally think unlocking a lock is totally fine. I think it would make for a poor paladin if a lock was enough to prevent them from stopping bad people from doing bad things.
For all things Paladin, I think the intent behind your action weighs more than the actual action.
Just my two cents!
GM Granta |
I would see little, if any conflict in disabling traps. Picking locks all comes down to the legality of the specific situation. Locksmiths, repo men, and law enforcement all legally pick locks and enter private property under certain circumstances.
Your first tenet seems to me a more specific rewriting of "I will not let caution stay my hand in the face of evil," and I prefer the generalized version. The more specific you are now, the more restrictive it will be later on.
I like what your second tenet adds, but again, I'd like to see a more generic wording. Perhaps something like, "I will offer aid first, and request answers second."
There is one important thing to keep in mind though. Chaldiran paladins seem to have a "leap before you look" mentality, and that will allow you to do some things other paladins can't. But that's not the same as "leap without looking". You will still have to look around once you land, and make things right if you were in error.
Forvenniel Anwamanë |
Okay, thoughts?
I can tap Kembre with a wand to stabilize him, but then I'll get flanked and end up in the same situation.
At first level, my combat ability is preciously close to zero.
Flare seems like a waste of an action at this stage.
Forvenniel Anwamanë |
Yeap, when there were six, playing a MT made a lot of sense. I'm thinking I may end up rebuilding into something more melee like so we have a little more protection in fights.