Petty Alchemy wrote:
It is a problem multitasking for the GM, but if done right it can be a lot of fun. I've set up a "special guest" GMs for times when I planned to split the party and we ran parallel games where it was appropriate. When the party came back together for the final battle there was a palpable sense of relief and the post game debrief between the players (both iC and OOC) were almost as fun as the game itself. Its not something to be done often, but if you can pull it off it is more than worth it. As for splitting the party by the characters, I don't worry about it much. I either go along with the rest of the party or I don't... Things tend to work there way out one way or another.
Morain wrote: Imo Paladins are basically knights, and I subscribe to the "A song of fire and Ice" notion that knights are for killing. Paladins are killing machines imo nothing more noting less....and I love Pallies! I would agree with you in part on this. obviously in Songs you only have your honor and your lord's honor whether you keep to your words. Some do some don't. Pallies can lose their abilities mid combat for an ethical decision. A much higher level of accountability they are being held to. I like the challenge. Holy warriors who won't cross the line. One of the things I liked about the series was how low in regard that many of the Northmen held knighthood because so many didn't hold to their words. Or with the watch and how casually some held to their oath. For a Paladin their oath is their life.
BltzKrg242 wrote:
I suddenly have the urge to play a dwarf monk as a boxer "oi pointy ears outta the way and let a real fighter do the job"
Brendan Hightower wrote: I think my biggest gripe with Channel is the either/or aspect of healing living or damaging undead. I, personally, believe that Positive energy should do both at the same time. Agreed. I can think of certain situations that would make selective channel even more important under those circumstances.
There are definitely role play ways to handle this rather than asking the player to leave or killing the character. Sometimes that can grow organically over the course of a game, but not after one event. Perhaps your character is suspicious and watching the other characters closely going forward. I would suggest being proactive in the future in letting the other character know how you feel by protecting the "innocent" or at least verbalizing when encounter starts Then you will know if they are intentionally walking a path to darkness or not and deal with it appropriately. I'm not a huge fan of PVP as a method of solving in character problems. Long term all it does cause bad feelings.
Basically what you are asking which alignment follows the code: "The end justifies the means" and have no consequences for it. Its questions like this where the system breaks down because while it acts as effective sign post for character behavior, people and characters tend to be much too complex to measure truly under the system. In Taken for example I would argue that while Neeson's character was a good dad(or at least attempting to be a good dad from an absentee perspective), he was not necessarily a good man. Its actually one of the things that makes the movie so enjoyable. To put it into game terms, in my mind a paladin should be a unbending foe of evil in all its forms, but to truly war with with evil you should have a greater understanding of it than most paladin's codes will allow. I think for what your asking the idea of a LN Inquisitor might be as close as you can come. CE would lack focus and drive to do anything that wasn't on some level self serving. NG would have qualms against torture (not threatening torture, but the torture itself). True neutral might be a good alternative, but in all cases I come come back to the idea that when you cross a line there is a consequence for it even if it simply Role playing the loss of innocence or being wracked with guilt. Playing out those consequences can be a lot of fun though.
Scalwith wrote:
One more thought on this. If you play a character believes arrogantly he's competent in some facet of his life (like a lady's man or combat expert) but isn't can make for some fun role playing moments because of the character's disconnect between his believed abilities and what he actually does. For instance, a halfling who believes that he's is nearly invincible because of his faith ends up getting grappled or nearly killed and needs to be rescued. Afterward he says: Good thing I was here to save your asses... and believes it. The party may role their eyes, but it creates some humorous moments
Vendle wrote:
This is the way to go. The party can have some fun with this rather than being put off
After last week's debacle for a certain halfling cleric I find myself prepping for a replacement character for if (read as when) he runs our of luck. I've been looking at the mangus and its alternate the black blade as possible replacements. If the combat that we were involved in when we had to stop doesn't go well I'll be looking at bringing a new character at level 6. For those of you who have played this character class, what advice can you offer as far as strengths and weaknesses. As I read it is seems to be well balanced, but does it play as well as it seems to? Any advice would be appreciated.. |