Knee-jerk reactions from the Advanced Class Guide


Pathfinder First Edition General Discussion

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DominusMegadeus wrote:
Athaleon wrote:
Zhayne wrote:
Deadmanwalking wrote:
Zhayne wrote:
While I am the last person to actually care about alignment restrictions, does it confuse anybody else that the Monk's Wildcat archetype, which specializes in Dirty Tricks, doesn't lose the Lawful restriction?
How are Dirty Tricks non-Lawful? They seem sorta a hallmark of LE, and there's no reason a LG or LN character couldn't use them.
'Dishonorable' combat is something PF has historically considered Chaotic for the most part.
It is well said that when lives are at stake, only a fool or a desperate man fights on even odds. Even Paladins should understand that basic tenet of combat.
You give the typical PaladinGM too much credit.

Fixed for you.


When I GM, I rewrite the Paladin's code to reflect how I am going to run it.

As a player, I am unlikely to run a paladin without a GM that does the same. I'd rather my class features not be subject to the GM's whims. The code is so vague that basically any action can make you fall.


Marcus Robert Hosler wrote:

When I GM, I rewrite the Paladin's code to reflect how I am going to run it.

As a player, I am unlikely to run a paladin without a GM that does the same. I'd rather my class features not be subject to the GM's whims. The code is so vague that basically any action can make you fall.

I think that has to be one of the more common house rules, even if people don't consciously change it. Adventures grind to a halt over the simplest things when you have to redeem your Paladin every other encounter.


Inner Sea Gods has more specific paladin and anti-paladin codes for the major gods. In terms of knee-jerk reactions to the ACG, I posted a thread a few weeks ago on breaking the ACG and the Technology Guide. We weren't able to break them, even allowing all Paizo material. I'm impressed that there appears to be no game-breaking combinations. 3E often had new feats, items, spells, or prestige classes that were extremely powerful when combined with other non-core material.


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Marcus Robert Hosler wrote:

When I GM, I rewrite the Paladin's code to reflect how I am going to run it.

As a player, I am unlikely to run a paladin without a GM that does the same. I'd rather my class features not be subject to the GM's whims. The code is so vague that basically any action can make you fall.

Yeah, I don't strip divine casters of their powers unless they do something egregious enough that it would be a major plot point. By then it would be a long time coming and would be a decision the player actively made as part of their character's story. Then they could retrain into a fighter or something.

If you run the Paladin code as strictly as it is written then Paladins become as damaging and disruptive to the flow of a typical Pathfinder game as a chaotic evil character can be.

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