
LilithsThrall |
LilithsThrall wrote:ProfessorCirno wrote:maybe he doesn't want to fall. He doesn't want to go through atonement and have to suffer and be a paladin who failed. Maybe he just wants to be a g$#+~!n good guy and stay that way.Then he doesn't have to. Since the GM is there telling him what is a good and what is an evil act, the player has the ability to choose good acts.
It's only railroading if the GM says "action X is the one and only good act possible, don't even waste your time trying to come up with alternatives because I'm going to tell you they either can't be done or they are evil".
But when the code is so strict that you make it impossible for him to not go through a game without "tripping," as you said, then yes, there is a problem. You're setting the paladin up to fail.
No player should have their class set up to fail.
We may have some confusion.
This is a Paladin, not a Fighter. If you are interested in a character who has no code to live by, play a different class.If there is a code, there is always some ability to not live up to it.
The idea that I'm understanding you to be advocating - that the Paladin have no possibility of failing to live up to their code - is one which, I feel, would render the essence of the class meaningless. I'm trying to figure out what would be the point of choosing to play a Paladin by your rules.

ProfessorCirno |

ProfessorCirno wrote:Cirno, I couldn't disagree with you more here. I absolutely LOVE it when my characters have handcuffs. If I have no real fear of falling, I don't want to play a Paladin. If I have to obsess over it, it makes it much more interesting and fun to play, and I get much better stories of it afterwards. One of my favorite characters was in a star wars game where I almost fell for telling someone they were not worth saving. Flirting with falling is immensely fun as the player. Its not all about the power.The problem with this severely limited code and then claiming "No, it's ok, you're a paladin, that totally makes up for it!" is that, again, this makes the class fun to read, but atrocious to play.
Then that is your choice as a player.
If a player wants to play like that, then yeah, talk to your DM about it and set it up.
But a DM shouldn't force all the other players to play that way.

LilithsThrall |
Caineach wrote:ProfessorCirno wrote:Cirno, I couldn't disagree with you more here. I absolutely LOVE it when my characters have handcuffs. If I have no real fear of falling, I don't want to play a Paladin. If I have to obsess over it, it makes it much more interesting and fun to play, and I get much better stories of it afterwards. One of my favorite characters was in a star wars game where I almost fell for telling someone they were not worth saving. Flirting with falling is immensely fun as the player. Its not all about the power.The problem with this severely limited code and then claiming "No, it's ok, you're a paladin, that totally makes up for it!" is that, again, this makes the class fun to read, but atrocious to play.
Then that is your choice as a player.
If a player wants to play like that, then yeah, talk to your DM about it and set it up.
But a DM shouldn't force all the other players to play that way.
I'm having a hard time trying to picture a player who wants to play a Paladin who has no code to live by. That'd be like wanting to play a Fighter who doesn't use arms and armor or a Wizard who doesn't use spells.
I just don't get it.So, perhaps you can help me by giving me a scenario of such a thing. That'd help me wrap my head around what you are arguing for.

Grey Lensman |
I've seen games where the DM just seems to have a mad-on against the paladin as a class.
"You woke up on the wrong side of the bed this morning. Lose paladinhood."
Being given a choice of death or loss of paladin powers. No middle ground.
"Why is it every guy I give mercy to transforms into a long term recurring villain?"
Ect, ect.
Sadly none of those cases is something I made up, but things I have heard from players about older campaigns they played in.
Being a paladin isn't supposed to be easy, and the occasional problem is expected to show up. That's part of life, and part of the game, at least if it is good.
However, every session isn't supposed to be a near impossible test, either.

LilithsThrall |
I've seen games where the DM just seems to have a mad-on against the paladin as a class.
"You woke up on the wrong side of the bed this morning. Lose paladinhood."
Being given a choice of death or loss of paladin powers. No middle ground.
"Why is it every guy I give mercy to transforms into a long term recurring villain?"
Ect, ect.
Sadly none of those cases is something I made up, but things I have heard from players about older campaigns they played in.
Being a paladin isn't supposed to be easy, and the occasional problem is expected to show up. That's part of life, and part of the game, at least if it is good.
However, every session isn't supposed to be a near impossible test, either.
Every session isn't supposed to be a near impossible test, agreed.
I think that happens because the GM forgets that it's his responsibility to make sure that the other people at the table are having fun - he's only thinking about his own fun.
I've never really understood why there's this huge portion of players who are out only for their own fun, not the fun of the whole table.

ProfessorCirno |

ProfessorCirno wrote:Caineach wrote:ProfessorCirno wrote:Cirno, I couldn't disagree with you more here. I absolutely LOVE it when my characters have handcuffs. If I have no real fear of falling, I don't want to play a Paladin. If I have to obsess over it, it makes it much more interesting and fun to play, and I get much better stories of it afterwards. One of my favorite characters was in a star wars game where I almost fell for telling someone they were not worth saving. Flirting with falling is immensely fun as the player. Its not all about the power.The problem with this severely limited code and then claiming "No, it's ok, you're a paladin, that totally makes up for it!" is that, again, this makes the class fun to read, but atrocious to play.
Then that is your choice as a player.
If a player wants to play like that, then yeah, talk to your DM about it and set it up.
But a DM shouldn't force all the other players to play that way.
I'm having a hard time trying to picture a player who wants to play a Paladin who has no code to live by. That'd be like wanting to play a Fighter who doesn't use arms and armor or a Wizard who doesn't use spells.
I just don't get it.
So, perhaps you can help me by giving me a scenario of such a thing. That'd help me wrap my head around what you are arguing for.
There's a space between "Super restrictive code" and "no code." You can have a code that isn't extremely conservative and restrictive.
In fact, here's the code my last paladin followed.
Do good, always. Every good deed done, no matter how trivial, blossoms forth into more good. This is the first and final oath.
Obey rightful and lawful authority, the true kings who care for their people, but beware the corrupt law of tyrants. Those who act with good in their hearts are true rulers, for they seek rulership not for their own gain, but for the good of others. Those who seek to rule without good in their hearts will never truly rule, for they shall always serve another master.
Act with honor. Do not use poisons, or cheat, or lie. It is not a question of evil, but one of trust and truth - none can trust a man or woman who relies on venoms or poison, or lies and cheats, to do his work, nor can any man or woman claim to be honest and truthful so long as they rely on such.
Should a combatant surrender completely, restrain them in a way that insures they cannot escape or do more harm, and bring them for imprisonment and punishment. This pertains to all combatants.
Protect all those who are innocent. It is the duty of those who can fight to protect those who cannot - one learns war not to inflict it on another, but to ensure that their children may learn peace.
Do not envoy with evil unless circumstances drastically require it. Those of evil morals corrupt what they are around, and their fellowship should not be desired. Should circumstances drastically require it, they are to be treated with respect, though at arms length, until those circumstances have finished, at which point you and they shall go separate lengths.
(That was everything in the prd. Here's a few extras I - not, mind you, the DM - added)
Always give those of impure heart a chance of redemption. It is never too late to turn back - not even for the most foul of devils.
Why do I mention that last one? In the campaign, one source of ire - not BBEG, but recurring nemesis - was an Erinyes on the run from one of the dukes after accidentally shaming him. In one final battle, she surrendered to us and begged not to kill her or banish her and send her back to the Hells for the punishment that awaited her. I - the paladin - made her swear an oath of fealty and servitude. Less of a geas of slavery, more of an extreme parole officer. I feel the need to point out that, in some games, this would cause me to fall (Which I sharply disagree with). Instead, she traveled with us (I just took Leadership next level to help show it), and, as the campaign went on, the both of us tried to convince the other to turn lawful evil/lawful good. The campaign ended with her alignment change.
This was something incredibly awesome, it should really go without saying. It was a campaign-long thing, too - right from the beginning she was stirring up trouble for us to fight again, and after making her a cohort, she stayed with us until the end. I didn't trip over my code, but instead did the opposite - showed both the NPC and the other players how the code was a shield instead of chains. Not once did I worry about needing atonement or falling.
You can have awesome story archs with paladins without clubbing them over the head with their code.

LilithsThrall |
LilithsThrall wrote:ProfessorCirno wrote:Caineach wrote:ProfessorCirno wrote:Cirno, I couldn't disagree with you more here. I absolutely LOVE it when my characters have handcuffs. If I have no real fear of falling, I don't want to play a Paladin. If I have to obsess over it, it makes it much more interesting and fun to play, and I get much better stories of it afterwards. One of my favorite characters was in a star wars game where I almost fell for telling someone they were not worth saving. Flirting with falling is immensely fun as the player. Its not all about the power.The problem with this severely limited code and then claiming "No, it's ok, you're a paladin, that totally makes up for it!" is that, again, this makes the class fun to read, but atrocious to play.
Then that is your choice as a player.
If a player wants to play like that, then yeah, talk to your DM about it and set it up.
But a DM shouldn't force all the other players to play that way.
I'm having a hard time trying to picture a player who wants to play a Paladin who has no code to live by. That'd be like wanting to play a Fighter who doesn't use arms and armor or a Wizard who doesn't use spells.
I just don't get it.
So, perhaps you can help me by giving me a scenario of such a thing. That'd help me wrap my head around what you are arguing for.There's a space between "Super restrictive code" and "no code." You can have a code that isn't extremely conservative and restrictive.
In fact, here's the code my last paladin followed.
Do good, always. Every good deed done, no matter how trivial, blossoms forth into more good. This is the first and final oath.
Obey rightful and lawful authority, the true kings who care for their people, but beware the corrupt law of tyrants. Those who act with good in their hearts are true rulers, for they seek rulership not for their own gain, but for the good of others. Those who seek to rule without good in...
I don't know what any of this has to do with my question. Could you answer my question please?

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I don't know what any of this has to do with my question. Could you answer my question please?
It has nothing to do with your question because he doesn't fit the profile of the question you asked. No one wants to play a paladin with no code, because that is not a paladin.
But at the same time, not everyone enjoys walking on pins and needles wondering when they will make a mistep and fall. Nor does everyone enjoy being so restricted that they can only take a handful of paths. Just because you do does not mean I do.

LilithsThrall |
LilithsThrall wrote:I don't know what any of this has to do with my question. Could you answer my question please?I has nothing to do with your question because he doesn't fit the profile of the question you asked. No one wants to play a paladin with no code, because that is not a paladin.
But at the same time, not everyone enjoys walking on pins and needles wondering when they will make a mistep and fall. Nor does everyone enjoy being so restricted that they can only take a handful of paths. Just because you do does not mean I do.
Okay, then I don't know why he was addressing his earlier stuff to me.
I've said that the GM should tell the player what is "good" and what is "evil" before the PC does anything. If the GM is doing that, it should be -abundantly- clear that the player won't be walking on pins and needles wondering then their PC is going to make a mistep.
As for not playing a code that is restrictive, the whole -point- of a code is to be restrictive. If a code isn't restrictive, it's not much of a code. Which goes back to the question I asked and which hasn't been answered.

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As for not playing a code that is restrictive, the whole -point- of a code is to be restrictive. If a code isn't restrictive, it's not much of a code. Which goes back to the question I asked and which hasn't been answered.
I believe his answer was 'restrictive' does not need to be 'straight-jacketed'.

LilithsThrall |
LilithsThrall wrote:As for not playing a code that is restrictive, the whole -point- of a code is to be restrictive. If a code isn't restrictive, it's not much of a code. Which goes back to the question I asked and which hasn't been answered.I believe his answer was 'restrictive' does not need to be 'straight-jacketed'.
"Straight-jacketing" is synonymous with rail roading and that doesn't apply unless the GM says "you can only do action X, anything else I'm going to rule as impossible or evil".

ProfessorCirno |

LilithsThrall wrote:As for not playing a code that is restrictive, the whole -point- of a code is to be restrictive. If a code isn't restrictive, it's not much of a code. Which goes back to the question I asked and which hasn't been answered.I believe his answer was 'restrictive' does not need to be 'straight-jacketed'.
Correct.
There is a place - many places, in fact - between your thoughts of "A paladin should be tripping every session" and "There is no code."
Again, look at my rather gigantic post. I posted my own paladin's code there, and you'll note that, while it was restrictive - no lying, cheating, no poison usage, grant mercy, etc - it didn't cause him to fall. On the contrary, because the DM gave me some leeway in the "No evil dudes in your group" bit and let me take on the erinyes, it lead to some really fantastic roleplaying.
Which brings me back to my original point: Don't use the code of conduct as a crutch. Learn to roleplay WITH the code.

LilithsThrall |
between your thoughts of "A paladin should be tripping every session"
My what??
Please point to where I said that.
See, you aren't making any sense. You've said so many things which I interpret as self-contradictory that I have no confidence that I even know what your point is.
So, please start over.
A Paladin should have a code. Breaking that code should be possible. But you say that players shouldn't have their paladin PCs having to deal with falling/atoning if they don't want to - which means that, for them, breaking the code shouldn't be possible. But a code which can't be broken isn't much of a code, so why play a Paladin without a code? You dodge that question and, instead, give an example of a paladin which has a code.

LilithsThrall |
LilithsThrall wrote:So, please start over.Your start is in the wrong place. You claim we want a unbreakable code, which has never been said by either of us. So please state the question you are asking without a strawman for the premise.
I don't even know why you're jumping into this discussion and acting like anything I'm saying has to do with posts you've written, but I will say that accusing me of constructing strawmen is accusing me of arguing in bad faith.
That's offensive. It's also counter productive because if you won't assume that I'm arguing in good faith, then that's a discussion stopper. There's nothing more I can say to you that will move this discussion forward.

LilithsThrall |
Professor, for the record, you did write
maybe he doesn't want to fall. He doesn't want to go through atonement and have to suffer and be a paladin who failed. Maybe he just wants to be a g+*~#&n good guy and stay that way.
It is NOT your place as a DM to tell your players how their characters should act, and that's precisely what you're doing. It's even worse then railroading, because instead of forcing your party on one linear path, you're writing fanfiction for someone else's character, and then forcing them to live through it. Why...
Above, you did say that players shouldn't have their paladin PCs having to deal with falling/atoning if they don't want to - which means that, for them, breaking the code shouldn't be possible.

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You have accused us of wanting to play a paladin without a code and of one with a code that never threatens falling. I do not understand how any of our posts have given you that impression. We have attempted to answer your question, and I apologize for not asking for better clarification of what your question was sooner. But if I seem to be arguing in bad faith, I cast it back at you for misrepresenting our position.
Edit: I cannot speak for him, but the intent I gathered from that was that 'of course the player doesn't want to fall unless he is looking for that roleplaying opportunity. therefore he does not want a code that restricts him so severely that merely playing his character causes him to fall.'

LilithsThrall |
You have accused us of wanting to play a paladin without a code and of one with a code that never threatens falling. I do not understand how any of our posts have given you that impression. We have attempted to answer your question, and I apologize for not asking for better clarification of what your question was sooner. But if I seem to be arguing in bad faith, I cast it back at you for misrepresenting our position.
TriOmegaZero, please point out where I have written that -you-, Tri, want to play a paladin without a code.
As for where the Prof has argued for it, I just quoted him as doing so.Tri, are you a sock puppet for the Prof? Is that why you can't understand the difference between posts directed at him and posts directed at you?

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Public forum, differing sides. If I wish to participate on one side, I am allowed. If you do not wish to discuss with me, you need not reply to me. If you want a private discussion with one poster, you should set it up. The very nature of a forum like this is that anyone with an opinion can contribute it. You don't have to like it, and you can ask me to stop. I may even oblige.
For what it is worth, I am sorry you chose to take offense at my words.

LilithsThrall |
Public forum, differing sides. If I wish to participate on one side, I am allowed. If you do not wish to discuss with me, you need not reply to me. If you want a private discussion with one poster, you should set it up. The very nature of a forum like this is that anyone with an opinion can contribute it. You don't have to like it, and you can ask me to stop. I may even oblige.
For what it is worth, I am sorry you chose to take offense at my words.
Nobody said you can't participate in the discussion. But that's not the same as assuming that everything I direct towards one person is automatically directed to yourself as well.
Frankly, though, I think, at this point, since you've so far shown yourself unable to follow a debate, I'm better off ignoring you and, thus, preempting a potentially nasty fight.

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So I cannot take up a side and respond to your assessment of it? Isn't that part of debate?
My basic premise is that a player of a paladin should not be forced into falling by the DM unless he is comfortable roleplaying that scenario. He should absolutely be put into positions where he has to make hard choices, where the easy choice goes against his code, but he still has the opportunity to prove himself the paladin and take the hard choice of upholding the code. But he should not have that choice taken from him by falling no matter what his choice.
So thank you for the time you have taken, and I am sorry my method of debate is too argumentative for your tastes. No offense was intended, and it is unfortunate that it was taken.

Steelfiredragon |
ever watch Disney's Pirates of the Caribbean??
is a guideline....
said code is an Oath made to the god or goddess you serve.
a paladin serves his or her faith first and foremost.
not a king, not a duke, not the queen, not the duches, nor even the prince or princess.
whether or not you make your own code, or use the lawful stupid one in the pfcrb, the even more lawful stupid one in the phb from previous dnd editions, its still a guideline and an example.
you still have to swear an oath to the deity you serve.
a knight/ cavalier/ any other way its spelled, serves the kingdom traditionally, the pathfinder one serves the purpose of the Order said character belongs to.
they too, make an oath, it is however instead of to a deity, its to the order they serve, and in some cases the monarchy.
and you know what, the greater the oath, the greater the risk, the greater the reward.
however even as much as I like the paladin class, even I dont like Carbon copied characters from a previous character sheet. different character, same oath, same issues.
wax on wax off....

ProfessorCirno |

Liliths, I don't live on this forum. I occasionally leave to, you know, make dinner, go to classes, stuff like that. Chill out :p
Earlier you and others talked about how the code should be very strict, because falling and atoning made for good roleplay.
My point is that not everyone wants that roleplay. Some people want to play a paladin who doesn't have to worry about falling every game. They still have a code, but...well, look at the prd code.
Don't lie.
Don't cheat.
Don't steal.
Don't be best buds 4lyfe with evil dudes.
Don't use poison.
Be a good guy.
Protect the innocent.
That's the code in its entirety. What people get caught up in is when they want to ADD things to that code. And that, in of itself, isn't neccesarily a bad thing. The issue is when the additions to the code are made to straightjacket the paladin into only one specific trope, or to greatly limit the paladin in an attempt to MAKE him fall.
Some players just want to be a really cool Good Guy character. They don't want the drama of falling and having to atone.

wraithstrike |

I think the code should be very defined so the player has a clear idea of what will make him fall 90% of the time. No part of the code should lead him to suicidal decisions or decisions that lead to a party member being killed, if using the code means the paladin has to ignore tactics. One of my earlier post demonstrates this.
Should it be difficult(to be a paladin), sure.
Should it be detrimental, no.
Edit: Hopefully it's an easier read now.

Steelfiredragon |
before I go off and let you get back to the not going to reach middle ground conversation.
this whole thread just reminded me of something.
when the premium modules came out for nwn1 way back, the witch hunter one, when you started the hag gave you 2 cards.
one of them was a keyhole/ locked door something.
you only see a narrow view of things....
anyway I'm off and you to can go back to whatever or let the next ones come in and amuse me with this discussion.
yes I find this amusing.

Steelfiredragon |
I think the code should be very defined so the player has a clear idea of what will make him fall 90% of the time. No part of the code should lead him to suicidal decisions or decisions that lead to a party member being killed, because using the code causes the paladin to ignore tactics. One of my earlier post demonstrates this.
Should it be difficult(to be a paladin), sure.
Should it be detrimental, no.
If I understand you properly, then I agree
part of my paladin code is
first in and last out.

Lyingbastard |

wraithstrike wrote:I think the code should be very defined so the player has a clear idea of what will make him fall 90% of the time. No part of the code should lead him to suicidal decisions or decisions that lead to a party member being killed, because using the code causes the paladin to ignore tactics. One of my earlier post demonstrates this.
Should it be difficult(to be a paladin), sure.
Should it be detrimental, no.If I understand you properly, then I agree
part of my paladin code is
first in and last out.
Of the fray, the dungeon, or the brothel?

wraithstrike |

Steelfiredragon wrote:Of the fray, the dungeon, or the brothel?wraithstrike wrote:I think the code should be very defined so the player has a clear idea of what will make him fall 90% of the time. No part of the code should lead him to suicidal decisions or decisions that lead to a party member being killed, because using the code causes the paladin to ignore tactics. One of my earlier post demonstrates this.
Should it be difficult(to be a paladin), sure.
Should it be detrimental, no.If I understand you properly, then I agree
part of my paladin code is
first in and last out.
Why not all three? I don't see any code against women. :)

ProfessorCirno |

guess I walked into that one feat first.....
meant the fray, but all three works..... unless said paladin is a female...
Hey, no reason why that would limit her :p
Chastity is not a part of the paladin code. Neither is sexual orientation.
That said, wanton brothel visiting would probably seen as a somewhat...chaotic act :p

Shifty |

I think the Codes make for some interesting sessions... the party wants to off the prisoner, yet the Paladin protects the prisoner so they may face a trial and 'due justice' - even though the prisoner might escape - and may have escaped in the past.
When taking POW's people are bound by certain legal constraints that can't be abandoned 'for convenience'... however in a medieval fantasy world, such constraints may not exist. Though it must be determined whether we are using our current era moral compass, or that of a less enlightened age.

LilithsThrall |
Liliths, I don't live on this forum. I occasionally leave to, you know, make dinner, go to classes, stuff like that. Chill out :p
Did I say anything about you not immediately responding? No. I said something about some guy who jumped into the middle of the thread who was accusing me of accusing him of something I never accused him of.
The issue is when the additions to the code are made to straightjacket the paladin into only one specific trope, or to greatly limit the paladin in an attempt to MAKE him fall.
If you read back, you'll find that I specifically mentioned that there should be multiple codes in a campaign (ie. not one specific trope) and that I don't agree with GMs who make every role playing session an attempt to make the paladn fall.
So, again, if this is truly what you are railing against, I have no idea why you are directing your comments to me.
Some players just want to be a really cool Good Guy character. They don't want the drama of falling and having to atone.
Which would be a character who doesn't have a code. Fighters can be "a really cool Good Guy". Paladins have a code and with a code, there is falling and having to atone.
I asked you to give a case of a guy who wants to play a paladin without playing a code, instead you dodged the request and gave an example of a guy who had a code.

ProfessorCirno |

ProfessorCirno wrote:
Some players just want to be a really cool Good Guy character. They don't want the drama of falling and having to atone.Which would be a character who doesn't have a code. Fighters can be "a really cool Good Guy". Paladins have a code and with a code, there is falling and having to atone.
I asked you to give a case of a guy who wants to play a paladin without playing a code, instead you dodged the request and gave an example of a guy who had a code.
You aren't listening, or you're being purposefully obtuse.
My example showed that you could have a code that didn't make you fall.
You keep saying "You can have multiple codes," and yet, right here, you say it flat out - if you have a code, you need to fall and atone.
No. Screw that.
You can have a paladin who's a good guy and has a code and never once falls. Never even trips. And if people have an issue with that, screw them, too. They're the reason 4e got rid of paladin alignments - because players were tired of DMs who could destroy their character on a whim.

LilithsThrall |
LilithsThrall wrote:ProfessorCirno wrote:
Some players just want to be a really cool Good Guy character. They don't want the drama of falling and having to atone.Which would be a character who doesn't have a code. Fighters can be "a really cool Good Guy". Paladins have a code and with a code, there is falling and having to atone.
I asked you to give a case of a guy who wants to play a paladin without playing a code, instead you dodged the request and gave an example of a guy who had a code.
You aren't listening, or you're being purposefully obtuse.
My example showed that you could have a code that didn't make you fall.
You keep saying "You can have multiple codes," and yet, right here, you say it flat out - if you have a code, you need to fall and atone.
No. Screw that.
You can have a paladin who's a good guy and has a code and never once falls. Never even trips. And if people have an issue with that, screw them, too. They're the reason 4e got rid of paladin alignments - because players were tired of DMs who could destroy their character on a whim.
Whoever said a code should make you fall?
i didn't say if you have a code, you need to fall and atone. I said a code is breakable and, as such, there is falling and atoning. I didn't say that a paladin must break that code. In fact, I specifically said that a GM should tell the player when an action being contemplated will break the code so that the player can decide whether to have his pc break the code or not.The player can then have his pc not break the code.
You keep arguing against things I don't say and, at the same time, you keep dodging questions I explicitly ask you.

Lyingbastard |

If your DM is routinely placing your Paladin in situations where they not only might, but very likely will fall, that's not a problem with the class, that's your DM being a prick. A Paladin doesn't fall for no reason, they fall because they make the choice to do something terrible, something that is wrong. It's that simple. Now, there may be many situations where a Paladin has to make a difficult choice they will seek atonement for. That's perfectly human and acceptable - a Paladin is an idealist and situations may be far from ideal, but they must still try their best to serve the greater good and the ideals of justice.
Let's look at the example in Order of the Stick: Miyako falls because she slays her liege lord for lying to the Sapphire Guard, without asking what the reasons for doing so were. Because his lies had been in the service of the Greater Good, they were not the evil act that Miyako had assumed they must have been. Her fellow Paladin (Hinjo?) warned her to stop until they had the full story, but she chose to kill instead of find out more. THAT is why she fell.
Lilith is NOT saying that if you have a code, you need to fall and atone. She never did. She's saying that having a code makes it possible to use atonement as a tool for character development. It means you can make mistakes and have to pay for them, which is very different from willingly committing a terrible action and losing the status of a Paladin for it.

LilithsThrall |
Lilith is NOT saying that if you have a code, you need to fall and atone. She never did.
Thank you
saying that having a code makes it possible to use atonement as a tool for character development. It means you can make mistakes and have to pay for them, which is very different from willingly committing a terrible action and losing the status of a Paladin for it.
Well, that's certainly -part- of what I'm saying.
for clarity, there is another poster on these boards called "Lilith" (which I didn't know about when I chose my name). If you need to abbreviate my name, I think LT should work.

wraithstrike |

for clarity, there is another poster on these boards called "Lilith" (which I didn't know about when I chose my name). If you need to abbreviate my name, I think LT should work.
I actually thought you were her, or a poster playing off of her name. She is a popular poster, and developer(I beleive).
PS: I know that was off topic.
PS: This post has no reason to exist. I am really bored.
PS: I now return you to your regularly scheduled debate, already in progress.

Shifty |

If your DM is routinely placing your Paladin in situations where they not only might, but very likely will fall, that's not a problem with the class, that's your DM being a prick.
The thread in a nutshell :)
Once the code is in place it becomes kinda self regulating - other players put the Paladin under the hammer far more often that I ever will as a GM!
The problem with the Code is that it (by default) ends up applying to teh whole party.

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Lilith is NOT saying that if you have a code, you need to fall and atone. She never did. She's saying that having a code makes it possible to use atonement as a tool for character development. It means you can make mistakes and have to pay for them, which is very different from willingly committing a terrible action and losing the status of a Paladin for it.
What Cirno and I were arguing was that the code should not be oppressive and exclusionary. A player should only have to suffer the effects of falling if his characters choices cause that fall. It is not that we want the benefits of a paladin without drawbacks, but that it should be clearly explainable as to what choice was made to cause the fall. And you are correct that it is more a problem with the DM than the code, but the code can be an indicator of the problem with the DM.

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The concept of "what is good" being agreed upon by GM and player in all cases implies that "good" is something that everyone naturally has the same agreement on. Which is, of course, nonsense. Disagreements over what "good" means are all too common in the real world. Which means they are going to be all too common between GM and player. To assume the player is going to know without any prompting what the GM understands to be "good" in all cases is just being naive in the extreme.
One thing that players and GMs need to keep in mind, a campaign world which contains functional Paladins (and thier opposites) as opposed to those who just wear a title has made one fundamental assumption right off the bat. Good and Evil (and perhaps Law and Chaos as well) are not just abstracts to be argued over on a philosopher's mead hall or a commander's war table. They're fundamental forces active in the world.
A campaign where the above assumption is not true should not have Paladins in it at all. Although Monte Cook's Champion alternative might still find a home.

LilithsThrall |
LilithsThrall wrote:The concept of "what is good" being agreed upon by GM and player in all cases implies that "good" is something that everyone naturally has the same agreement on. Which is, of course, nonsense. Disagreements over what "good" means are all too common in the real world. Which means they are going to be all too common between GM and player. To assume the player is going to know without any prompting what the GM understands to be "good" in all cases is just being naive in the extreme.
One thing that players and GMs need to keep in mind, a campaign world which contains functional Paladins (and thier opposites) as opposed to those who just wear a title has made one fundamental assumption right off the bat. Good and Evil (and perhaps Law and Chaos as well) are not just abstracts to be argued over on a philosopher's mead hall or a commander's war table. They're fundamental forces active in the world.
A campaign where the above assumption is not true should not have Paladins in it at all. Although Monte Cook's Champion alternative might still find a home.
I disagree. A campaign where the above assumption is not true can certainly have Paladins as Paladins are just divinely appointed warriors which the church claims are fighting on the side of good.
Not every church would have Paladins.On the other hand, if you read back (why do I have to put "if you read back" into so many of my posts??) you'll find that I wrote that "good" and "evil" should be defined, if they are to be defined, in the campaign setting. The assumption of whether "good" exists in the campaign is a side issue to the question of whether the player and the GM are going to just naturally share an understanding as to what "good" is in that campaign. The player can't read the GM's mind.

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Food for thought for those who have a hard-line literal interpretation of the Paladin's Code:
Bravery does not equal Stupidity. It is not dishonorable to retreat when facing overwhelming odds.
Using tactics against your enemy does not mean you are being cowardly. Ranged weapons and ambushes are perfectly acceptable tactics to use when combating the enemy.
Following the Paladin's Code does not mean ignoring common sense. A 1st level Paladin who encounters the minions of a high level evil overlord should not immediately track the overlord down and challenge him to a duel to the death. Even if the overlord is in direct conflict with the Paladin's deity and/or belief system, the Paladin should be smart enough to use other tactics to bring his/her foe down. After all, how well can a Paladin serve his/her deity if he/she is dead.

LuZeke |

I have a player who's currently playing a paladin (with multiclass levels of sorcerer) who doesn't belong to an order, or even worships a specific deity but rather set out in the world to become a knight and follows his own honor code.
I'm pretty lenient in how to interpret the code itself, that's up to the player (the 'and so forth' is cut though). But what I do is to point out when his actions are decidedly evil. The idea of honor and justice are inherently shady concepts as they are mental constructs whose attributes change from person to person and culture to culture. So unless the character in question is part of an order which has a special creed, it's up to the player to define his moral compass, while I as GM keep track of how well he is keeping within those lines. A few decidedly evil acts (or good acts if you're evil) will bring up the topic of aligment shifting for discussion.
I actually love having paladins in the group when I'm GM. They tend to get personally interested in beating the BBEG, as it's in their nature to go after him.

Freddy Honeycutt |
I was gone...
I agree the paladins code can be (and works better) from an RP standpoint as an internal code (internal to the PC to the character).
Let the PC role-play the aftermath of an important decision, let the PC determine if he feels he should atone or take up a special quest.
As was posted before regarding the family (innocent wife and child) of an evil character. Let the PC determine the follow-up will he provide land, and fund to succor them into the future and to usher the child into adulthood....
The deadly plague, kill the perpetrator, gentle repose and then bargain with the miscreant with the only thinkg he values his life. If the Paladin has to get him resserected to keep his word then so be it. The Paladin has defeated the challenge and will again in the future if need be...
Short version...
1. Internal code for the Paladin
2. More emphasis on not the choice but the aftermath

Silfin |

Paladins are the "historic" knight's paragon. Knight were trained for war and strategy, and... strategy is deception :) I don't think that high level paladins like Queen Galfrey or Ulthun II are poor strategist, or Mendev and Lastwall would be overhelm soon. If a paladin army can smash an undead army cause they outnumbered them, they won't discuss long knowing if the act is honnorable or not... If a tactic trick can make them win against all odds against an evil hord, they will use it. They are not dumb warriors sacrificing their lives! Paladins know one thing, if they fail in their mission, the civilisation will end.
We all think that Galaad was the best paladin's exemple... but even if many rules explain that Robin Hood is a "chaotic good" character, I think he's much more like a paladin! He's a noble knight, loyal to Richard and he doesn't accept the rules of the false prince. He helps poor people, robing from the rich, he is courageous, he keeps is word... Yes, he can lie sometime, he uses tricks and a bow... Even if he's a knight, he's not stupid enough to charge Prince John's castle juste because he has to fight with honor!

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So the paladin would stand by and risk some of his allies getting slain because he wasn't there to protect them?
That just doesn't sit well with me.
It may very well depend on the Paladin's order. It's not fundamentally neccessary that EVERY Paladin adhere to the exact SAME code, outside of a few common principles there can be very well idiosyncratic additions to each particular order. For example a Dwarven order of Paladins may restrict thier weapon use to nothing other than hammers and axes, the thrown versions of which being the only ranged weapon choices.
A Paladin of Hurrian (an Arcanis diety) may be even more restricted, being limited to longsword and unarmed strike (Improved Unarmed Strike being given as a bonus feat)
Some orders may insist that the Paladin be the last to retreat from a battle or or take death to surrender to demonstrably evil opponents.

The Shaman |

Cirno, I couldn't disagree with you more here. I absolutely LOVE it when my characters have handcuffs. If I have no real fear of falling, I don't want to play a Paladin. If I have to obsess over it, it makes it much more interesting and fun to play, and I get much better stories of it afterwards. One of my favorite characters was in a star wars game where I almost fell for telling someone they were not worth saving. Flirting with falling is immensely fun as the player. Its not all about the power.
I think this really depends on the playstyle, and is something player and DM should consider in advance. Sure, I can understand a paladin falling from grace temporarily, and how s/he responds to it is important. That can certainly make for a more memorable character, and I'd say probably the paladin orders have their share of members who once or twice stepped away from the true path. However, one thing that would bug the living heck out of me is if the DM then becomes doggedly insistent on the character needing to find a high-level cleric to be able to channel energy, when the paladin needs to save a village from a rampaging horde or vampire weasels. Dramatic characters only work when both sides are ok with it.
I think, ultimately, that the penance should fit the misdeed. A paladin who cheated in a friendly game of dice, a paladin who lied to a tax collector, and a paladin who betrayed their order and religion for a perceived slight should not be treated the same way. One of the reasons I was more or less ok with the DnD 3.5 code is that it allowed for some leeway in the minor things. Now, a true paladin would probably be remorseful about those as well, and enough minor misdeeds can eventually be one too many, but it meant that you didn't have to worry about your DM messing with you over a minor interpretation of issues such as "what to do with a wounded rabbit."

Lyingbastard |

The example of retreating in the face of overwhelming odds is a good one. Part of a Paladin's ideals should be to respect life, and as such, not throw it away needlessly. So if a Paladin is leading or an officer in a company of soldiers, and they find themselves facing overwhelming odds, it would not be against a Paladin's code of conduct to withdraw - but at the same time, the ideal of valor means that a Paladin should volunteer to act as the rearguard, holding off the enemy while everyone else withdraws. That doesn't mean that he should stay and fight to the death, just that he should be the one who keeps an orderly withdrawal from turning into a rout. Lawful Good is making sure everyone else who is able gets away before retreating oneself. Lawful Stupid is refusing to retreat, ever. HUGE difference.
Of course, this is assuming that there is no realistic chance of survival and that fighting to the death won't make a significant difference. When staying and fighting WILL make a difference - ie holding a fortified position while one's allies gather reinforcements; resisting a charge until it breaks; etc - then a Paladin should stay and fight even to the death.