Non Lawful paladin


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That's the code Paladins swear to.

But that doesn't mean all Paladins keep it.

It's just an Oath in my games, nothing more.

Heck, in my games [both back when I ran PF and now when my houserules have evolved beyond what I'd consider to be houserules into a new game] Paladin isn't a class, it's a Title. The paladin class- like any class- is nothing but a grabbag of abilities for someone to use for their character.

A character whom I expect they will cultivate as a unique person with their own origins and identity and objectives.


kyrt-ryder wrote:

That's the code Paladins swear to.

But that doesn't mean all Paladins keep it.

It's just an Oath in my games, nothing more.

Heck, in my games [both back when I ran PF and now when my houserules have evolved beyond what I'd consider to be houserules into a new game] Paladin isn't a class, it's a Title. The paladin class- like any class- is nothing but a grabbag of abilities for someone to use for their character.

A character whom I expect they will cultivate as a unique person with their own origins and identity and objectives.

You break the code you lose the powers.

No offense to you Kyrt, but I'd never play under you or play your version of the game. It's not what I'd enjoy.


kyrt-ryder wrote:

That situation would never come up in my games because I don't run games where anybody is KNOWN that they cannot lie. Someone might take an oath, but oaths only last so long as one's will to keep it does.

Well, except that one game where I borrowed Aes Sedai from Wheel of Time, they're known for not being able to lie... but being incredibly deceptive and manipulative while speaking the technical truth.

I agree. The paladin code -- for whichever group of paladins -- expands and alters what the base class mentions in the core rules. Much like the Heralds of Valdemar, for example, paladins may be known to be truthful (give or take for certain orders) but they can certainly be wrong. They can give unclear evidence. Their god may put more or less emphasis on truth over other facets.

As far as the other example, that hero on a hill could be any hero. Again, a shining hero isn't limited to Lawful Good or paladins. The hero on the hill could just have a good charisma, be a great leader, or simply have made a good roll.


knightnday wrote:
kyrt-ryder wrote:

That situation would never come up in my games because I don't run games where anybody is KNOWN that they cannot lie. Someone might take an oath, but oaths only last so long as one's will to keep it does.

Well, except that one game where I borrowed Aes Sedai from Wheel of Time, they're known for not being able to lie... but being incredibly deceptive and manipulative while speaking the technical truth.

I agree. The paladin code -- for whichever group of paladins -- expands and alters what the base class mentions in the core rules. Much like the Heralds of Valdemar, for example, paladins may be known to be truthful (give or take for certain orders) but they can certainly be wrong. They can give unclear evidence. Their god may put more or less emphasis on truth over other facets.

As far as the other example, that hero on a hill could be any hero. Again, a shining hero isn't limited to Lawful Good or paladins. The hero on the hill could just have a good charisma, be a great leader, or simply have made a good roll.

In Pathfinder the extra codes don't replace, they add onto, as per Faiths of Purity.

Save for specific areas of conflict.

Also Good Charisma doesn't help others against fear. That's the Aura of Courage and there's only 2 ways to get it. Both require Lawful Good.


HWalsh wrote:
kyrt-ryder wrote:

That's the code Paladins swear to.

But that doesn't mean all Paladins keep it.

It's just an Oath in my games, nothing more.

Heck, in my games [both back when I ran PF and now when my houserules have evolved beyond what I'd consider to be houserules into a new game] Paladin isn't a class, it's a Title. The paladin class- like any class- is nothing but a grabbag of abilities for someone to use for their character.

A character whom I expect they will cultivate as a unique person with their own origins and identity and objectives.

You break the code you lose the powers.

No offense to you Kyrt, but I'd never play under you or play your version of the game. It's not what I'd enjoy.

No offense taken... but I think you might be misunderstanding what I'm saying here...

The Paladin Code [which may be different for any given group of Paladins] is a very big deal to actual Paladins.

But classes aren't Characters. They're just abilities under the hood.

Could you be more specific about why you feel you wouldn't enjoy this sort of game?


kyrt-ryder wrote:
HWalsh wrote:
kyrt-ryder wrote:

That's the code Paladins swear to.

But that doesn't mean all Paladins keep it.

It's just an Oath in my games, nothing more.

Heck, in my games [both back when I ran PF and now when my houserules have evolved beyond what I'd consider to be houserules into a new game] Paladin isn't a class, it's a Title. The paladin class- like any class- is nothing but a grabbag of abilities for someone to use for their character.

A character whom I expect they will cultivate as a unique person with their own origins and identity and objectives.

You break the code you lose the powers.

No offense to you Kyrt, but I'd never play under you or play your version of the game. It's not what I'd enjoy.

No offense taken... but I think you might be misunderstanding what I'm saying here...

The Paladin Code [which may be different for any given group of Paladins] is a very big deal to actual Paladins.

But classes aren't Characters. They're just abilities under the hood.

Could you be more specific about why you feel you wouldn't enjoy this sort of game?

You said:

"The paladin class- like any class- is nothing but a grabbag of abilities for someone to use for their character."

Instant deal breaker for me. I don't play games that do that. I don't even like it in M&M.


Can you tell me *why* you don't enjoy games that do that?

You've got me sincerely curious here about what you dislike about roleplaying as people that aren't defined by their abilities.


HWalsh wrote:
knightnday wrote:
kyrt-ryder wrote:

That situation would never come up in my games because I don't run games where anybody is KNOWN that they cannot lie. Someone might take an oath, but oaths only last so long as one's will to keep it does.

Well, except that one game where I borrowed Aes Sedai from Wheel of Time, they're known for not being able to lie... but being incredibly deceptive and manipulative while speaking the technical truth.

I agree. The paladin code -- for whichever group of paladins -- expands and alters what the base class mentions in the core rules. Much like the Heralds of Valdemar, for example, paladins may be known to be truthful (give or take for certain orders) but they can certainly be wrong. They can give unclear evidence. Their god may put more or less emphasis on truth over other facets.

As far as the other example, that hero on a hill could be any hero. Again, a shining hero isn't limited to Lawful Good or paladins. The hero on the hill could just have a good charisma, be a great leader, or simply have made a good roll.

In Pathfinder the extra codes don't replace, they add onto, as per Faiths of Purity.

Save for specific areas of conflict.

Also Good Charisma doesn't help others against fear. That's the Aura of Courage and there's only 2 ways to get it. Both require Lawful Good.

I know the mechanics. However, village guy doesn't, and doesn't know if he is inspired by a leader to be fearless or if some magical force is doing it.

Since we are discussing non-standard paladins, the code is replaced or altered as necessary for the world. Having all paladins have "do not lie, do not poison, do not blah" leaves a very uniform sameness to them all that doesn't do justice to a living world.


kyrt-ryder wrote:

Can you tell me *why* you don't enjoy games that do that?

You've got me sincerely curious here about what you dislike about roleplaying as people that aren't defined by their abilities.

You need to be careful with the veiled insults.

Liking versimilitude within the world and seeing the impact of abilities on characters isn't the same as saying characters are defined by them.

I don't see what you like about a world where capabilities have no impact on personality.

We, as living beings, are defined by our experiences AND OUR ABILITIES. we are not born fully formed. Things DO happen to us that we have no control over AND the influence our behaviors.

I find world's where such don't help to define us incredibly unrealistic and usually ridiculous.

We are both.

See, when I make a Paladin in Pathfinder my character isn't "defined" by the class restrictions. They INFLUENCE the design but don't make choices for me.

Adam of Iomedae acts totally different from Ameliana Thatcher of Shelyn.

Different styles of fighting, different outlooks, different behaviors. They have some core similarities and in many cases will act differently. They aren't defined by their class.

They have a combination of things that shaped them. Class, race, etc. The characters fully fit into the world and because of the definitions of the world I can form realistic in-character opinions that the character had before game began that are mostly accurate.

In a game with none of that? Sure I can 100% personalize it, but unless you give me a several hundred page setting document up front I'm flying blind until game starts.

Then there are issues of if I play with one GM what is the likelihood that the majority of GMs would be mostly similar. If I play in one Pathfinder game there is a good chance Paladins more or less are the same between GMs (as an example)

Shadow Lodge

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HWalsh wrote:
TOZ wrote:
Mostly because everyone that argues that acts like a stereotypical paladin about it.
It's not a matter of argues...

And there you go again.


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Please stop interpreting me as giving insults. That's the second or third time you've done it this thread and it bothers me.

I don't understand your position/perspective [hopefully I will after I read your new post] and I genuinely want to.

Reading your post now, I'll probably go to bed after rather than respond immediately.


kyrt-ryder wrote:
Please stop interpreting me as giving insults. That's the second or third time you've done it this thread and it bothers me.

Alright, well I'll at least try to explain to you why what you write can seem this way so perhaps you can avoid it in the future. I know I'm not the only person who can see it as such.

If you add a statement qualifier such as:

"I see the value to new and less creative players."

There seems to be an unspoken criticism.

When you said:
"You've got me sincerely curious here about what you dislike about roleplaying as people that aren't defined by their abilities."

That seems very critical. It also implies that the person you are speaking to only defines their character by their abilities. That is, actually, a core insult used in the "roleplay" vs "roll play" arguments.

It's an aggressive wording that echoes other things that are used often as insults. By your response you may be unaware of that so I'm explaining it here for you.

A better way to ask a question like that would be:

"What do you feel the benefits of tying role-playing aspects to abilities and classes are?"


First, thank you for the explanation Walsh, this isn't the place to continue that conversation, of time allows I may be PMing you later.

HWalsh wrote:
kyrt-ryder wrote:

Can you tell me *why* you don't enjoy games that do that?

You've got me sincerely curious here about what you dislike about roleplaying as people that aren't defined by their abilities.

Liking versimilitude within the world and seeing the impact of abilities on characters isn't the same as saying characters are defined by them.

I don't see what you like about a world where capabilities have no impact on personality.

I see a diverse and living world where everyone is an individual, where assumptions based on perceived association may exist [may even be quite common] but are not often backed up by fact.

A world where anybody can theoretically do anything within the limits of the rules.

'Flavor is mutable' is a mantra I GM/play by because it creates such an interesting, diverse palette of flavors for my palate.

Quote:
We, as living beings, are defined by our experiences AND OUR ABILITIES. we are not born fully formed. Things DO happen to us that we have no control over AND the influence our behaviors.

Firstly, I disagree with the bolded claim. Others make assumptions of us based on our abilities, but who we are as people is entirely distinct. I am not defined by my fighting style [despite having the rare (at least in the west) position of having been very carefully trained by my own father.] I am not defined by intelectual or athletic or professional abilities and neither is any other human being.

who we are influences what we choose to do and become in so many ways I find it destroys my sense of verisimilitude to associate abilities with identity.

Quote:
I find world's where such don't help to define us incredibly unrealistic and usually ridiculous.

I find games where abilities place laws-of-the-umiverse-level-'facts' pn living breathing fictional human beings incredibly unrealistic and ridiculous.

Quote:

The characters fully fit into the world and because of the definitions of the world I can form realistic in-character opinions that the character had before game began that are mostly accurate.

In a game with none of that? Sure I can 100% personalize it, but unless you give me a several hundred page setting document up front I'm flying blind until game starts.

Then there are issues of if I play with one GM what is the likelihood that the majority of GMs would be mostly similar. If I play in one Pathfinder game there is a good chance Paladins more or less are the same between GMs (as an example)

In the case of my own gamrs [i]there are no 'rules-of-reality' regarding character abilities and identities.

'Classes' are kept under tje hppd, organizations and titles are roleplaying not rules.


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I believe the more established and set the fluff is, the easier it is to immerse in the fantasy world.

Okay, how about something like this. If a character has no backstory, he is free to be whatever he wants. But, while the character with a backstory is not as free as the one without, they have certain frame of reference that ties them to the possible situation and makes it much easier to immerse yourself being that person.

Fluff really is a case of where (most of the time) more is simply more. The more fluff there is, the stronger all fluff in this established setting becomes. Mutable fluff on the other hand is same as no fluff. If it doesn't matter how much you change the fluff, it cannot be established so it cannot be connected. In the character backstory example, the backstory can be anything you want, but it will always be weaker if it is not tied to the setting GM is going to use, and if it is not related to the campaign GM is going to set up.

Just general thoughts about this current topic of fluff weight.


Let's admit it, the reason nobody complains about the naturalist theme being mandatory on the Druid is because CN and NE are allowed


Naturalist theme? Can you elaborate on what you feel some may complain about?


He probably means that druids MUST revere nature and be general naturalists in demeanor but people tend not to give druids RP gatekeeping flak because they have the murderhobo alignments (CN/NE).

The cynic in me agrees with him that ultimately a lot of people want non-Code/LG paladins just for easier Divine Grace dips or just getting all the immunities while still acting the typical murder hobo.


You could also see it that since the druid supports good, evil, lawful, and chaotic alignments that it supports a range of different character types that the "LG-only" Paladin doesn't.

My question is, though, does anybody want to play non-good Paladins? What could you really do as a Neutral Good Paladin that you can't do as a Lawful Good one?


PossibleCabbage wrote:


My question is, though, does anybody want to play non-good Paladins? What could you really do as a Neutral Good Paladin that you can't do as a Lawful Good one?

Maybe not NG but I can certainly see optimizers having a field day with CG. Desna's Shooting Star, a couple of strategic dips elsewhere and you can live the dream of the near 100% mono-charisma deathlord.


Tarik Blackhands wrote:
PossibleCabbage wrote:


My question is, though, does anybody want to play non-good Paladins? What could you really do as a Neutral Good Paladin that you can't do as a Lawful Good one?
Maybe not NG but I can certainly see optimizers having a field day with CG. Desna's Shooting Star, a couple of strategic dips elsewhere and you can live the dream of the near 100% mono-charisma deathlord.

You could more easily fix the "I want to take this divine fighting style" problem with a trait that does something like "Choose a deity, you are considered to be a worshiper of that deity and of any required alignment for any effects connected to worshiping that deity" than by allowing CG Paladins. That trait would fix a lot of potential issues (finally, Rovagug-specific feats are available to PCs who are not complete jerks.)

There's a lot that Desna advocates for that a given Paladin might find admirable (traveling the world, ensuring the safety of the roads, meeting new people, helping them out, and learning from them, say) even if the actual "worship" thing isn't going to work out.


I think part of my disconnect here is my view on alignments.

To me, roleplaying is all about creating a cohesive, compelling character and then experiencing the world through them as they affect the world and the world affects them.

Alignment- to me- is a descriptor. John tends towards behaviors of ABC and D while thinking in a 123 pattern, so he's lawful good. Kevin tends towards behaviors of zxy and w while thinking in a 987 pattern, so he's lawful evil, etc.

At no point whatsoever does alignment enter my mind as a choice or objective, the character is themselves and whatever alignment happens to describe them does so.


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Entryhazard wrote:
Let's admit it, the reason nobody complains about the naturalist theme being mandatory on the Druid is because CN and NE are allowed

I am not nobody, and I chafe under the druid restrictions far worse than the Paladin ones. Metals are, and will always be natural.


I generally avoid writing down an alignment on my character sheet until someone forces me to. The idea of who this person is, how they've been shaped by their experiences, what they believe and value, etc. comes before alignment.

A problem arises when a class forces a specific alignment or range of alignments. Sometimes this additional constraint enhances the creative process, but sometimes it might feel overly limiting. Since the Paladin is the only class that requires a specific alignment, it's going to run into the most "I feel limited by alignment restrictions" of any class.

It's totally reasonable for someone to think "I want to play a Paladin" and then regret that this previous decision forces them into a specific alignment.


The Sideromancer wrote:
Entryhazard wrote:
Let's admit it, the reason nobody complains about the naturalist theme being mandatory on the Druid is because CN and NE are allowed
I am not nobody, and I chafe under the druid restrictions far worse than the Paladin ones. Metals are, and will always be natural.

Alloys are not natural!

Down with alloys!


kyrt-ryder wrote:
Naturalist theme? Can you elaborate on what you feel some may complain about?

I agree with what he's sayin. Nobody complains about tied-to-class for ANY class other than Paladin.

All Wizards are smart and speak between 4-7 languages. They all need a spell book.

All Clerics are wise.

All Rogues are dexterous and have a wide range of skills.

All Barbarians are Chaotic and rely on rage.

All Druids must be Neutral and Revere Nature.

All Monks are Lawful.

Almost nobody EVER complains about those. Toss a Paladin in the mix and holy smite on a porta-potty people scream and complain.

Why? Because to get the full baseline version you need to be Lawful Good?

Heck Paizo even caved to the complaining and created a Gray Paladin that allowed non-LG Paladins.

People won't be happy until they rip out the core flavor of THE most unique class in D&D/PF.

They have loosened the restrictions again and again and again and people just won't accept anything less than to destroy it. It's sad.

As a gamer it's borderline sad enough that I might abandon the game line. In fact I DID abandon the D&D gameline after 4e and 5e disrespected the class. Now people demand it in PF too.

:(

Shadow Lodge

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No one is suggesting removing the flavour. We are suggesting decoupling the flavour from the mechanics - especially really big mechanics like character classes.

As an example, in my current setting the paladin class is available to all alignments. I call it the "champion" class, and it only requires that your character derive power from some cause that they have absolute faith in (the details of which are worked out to the satisfaction of the player and myself).

In the setting I have an organization called the "paladins." They are the holy warriors of the sun god, a LG Iomedae/Ragathiel type. They follow a strict deontological version of the paladin's code that emphasizes justice and punishment. This is enforced by magical vows which leave a highly identifiable mark on the paladin. The order is primarily of the champion class, but also includes a small minority of battle oracles, bards, warpriests, etc who take the same vows (and lose their magical paladin's badge if they break them).

A second organization, the Spades, serves a nurturing and redemptive NG earth deity. They are sworn to protect the innocent and will not slay a creature that could be redeemed. They are called more generally to be models of virtue for the community, and while they are not strictly literally honest like the paladins they are considered highly trustworthy because of their dedication to help those in need - fugitives from unjust authority are more likely to approach a Spade than a Paladin. They consist of diverse classes of any Good alignment and though they bias slightly to Law over Chaos my friend's CG champion would fit in perfectly here.

Thirdly, the Knights of the Rose follow the CG deity of love, beauty, self-expression, and revelry (think Shelyn/Cayden/Milani hybrid). They're mostly made of champions and bards. They are sworn to bring hope to the downtrodden and while they're not well respected in society at large they are the heroes of the oppressed.

HWalsh wrote:

A man was found standing over the body of another man. He's covered in the other man's blood. He swears that he didn't do it, that he came across the man fighting another man, he drew his sword and attacked the other man (which is why there is blood on his sword) but he vanished. He's covered in blood because he tried to heal the downed man but it was too late.

You feel the courage coming off of the man, you saw him heal his wounds with his hands, he claims to be a Paladin and as near as you can tell, he is.

However another man, who also seems to be telling the truth, claims he saw the whole thing and saw the warrior kill the victim.

There were no other witnesses and even a truth spell didn't change either story. The victim was well loved and, based on evidence, the man you have in custody is guilty. He'll be put to death.

Paladins cannot lie. Thus the Paladin IS innocent. You let him go.

If I have access to truth magic then the fact that paladins can't lie is irrelevant because I already know he isn't lying. Of course, since the truth spell didn't change either story I know that something shady is going on and I'd better figure out what it is before executing anyone or letting a suspect go free just because I think he's probably a paladin.

HWalsh wrote:
Weirdo wrote:
So how do paladins of Torag and paladins of Shelyn manage to coexist?
Shelyn doesn't break the core tenets of the base code that Paladins follow. Torag, I image, has a lot of friction with non-dwarven Paladins.

The point here is that different kinds of paladins already have pretty divergent philosophies and they haven't started a bloody war like your Crane school examples.


When I run games I don't use alignment. In this context, Paladins are not defined by their alignment but by their code. You lose your powers if you violate your code, and though the specifics will vary one's Paladin code generally puts them on the side of what is generally considered positive and desirable and in the camp of legitimate authority. But this does mean that the Paladin isn't serving two masters (alignment and code) and makes a lot of the moral reasoning a lot simpler.

But stripping "LG" from Paladins doesn't really muddy their definition at all, since they're still going to be the class most tightly bound by a personal code of behavior.

Honestly, the hardest part of the Paladin in a world without alignment is figuring how how exactly Smite works and what exactly they're detecting.


HWalsh wrote:
kyrt-ryder wrote:
Naturalist theme? Can you elaborate on what you feel some may complain about?

I agree with what he's sayin. Nobody complains about tied-to-class for ANY class other than Paladin.

All Wizards are smart and speak between 4-7 languages. They all need a spell book.

All Clerics are wise.

All Rogues are dexterous and have a wide range of skills.

All Barbarians are Chaotic and rely on rage.

All Druids must be Neutral and Revere Nature.

All Monks are Lawful.

Almost nobody EVER complains about those. Toss a Paladin in the mix and holy smite on a porta-potty people scream and complain.

Why? Because to get the full baseline version you need to be Lawful Good?

Heck Paizo even caved to the complaining and created a Gray Paladin that allowed non-LG Paladins.

People won't be happy until they rip out the core flavor of THE most unique class in D&D/PF.

They have loosened the restrictions again and again and again and people just won't accept anything less than to destroy it. It's sad.

As a gamer it's borderline sad enough that I might abandon the game line. In fact I DID abandon the D&D gameline after 4e and 5e disrespected the class. Now people demand it in PF too.

:(

People like different things. As a gamer, no matter what the game chassis does, no one is FORCED to keep facets of it or abandon a game over it. It's a house rule you may have to follow at some tables. Much like any part of the game, if you don't agree change it. No one is going to come over and slap you around over it.

Shadow Lodge

HWalsh wrote:

All Barbarians are Chaotic and rely on rage.

All Druids must be Neutral and Revere Nature.

All Monks are Lawful.

Almost nobody EVER complains about those.

I've complained repeatedly about the alignment restrictions on all three of these classes. I want a CG druid with a fey nature, for crying out loud. There's even a perfect archetype for it but it's got the same roleplay restrictions.


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HWalsh wrote:


People won't be happy until they rip out the core flavor of THE most unique class in D&D/PF.

There are plenty of ways to get Smite, full BAB+ 4 level spells is tried and true, and casting is standard vancian.

This is not the most unique class.

Shadow Lodge

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PossibleCabbage wrote:


My question is, though, does anybody want to play non-good Paladins?

No, I don't. And one thing I've noticed, having read the entire thread, is that most of the people arguing for expanded paladin alignments have been arguing for allowing NG and CG paladins in one form or another.

PossibleCabbage wrote:
What could you really do as a Neutral Good Paladin that you can't do as a Lawful Good one?

My answer is to create a genuinely "Good" character that I can believe in. This come from how importantly I view what "Good" is and just how challenging is to be good all the time and why it is a RP challenge.

The "Good" people who genuinely speak to me tend to be the ones who have the courage to question the world they live in, and have taken difficult steps that have often put them in conflict with the forces of law and politeness. For me it is about that still small voice in our hearts that whispers "this is wrong" and forces us to act in ways we never thought we could.

Good, genuine facing down the tanks good, is hard. And for me it is very much a chaotic good that has a hard time with the concept of Lawful Good. Seriously, I see laws as made by the powerful to protect their own interests. To me, customs and tradition create conformity rather than any sort of good.

I know this is my bias based in reality, and I have seen people who I think of as Lawful Good. Furthermore, I know some RL Lawful good people have my problem in the opposite way, i.e. wrapping their head around the Chaotic Good alignment I hope I live up to. That is probably in itself an argument for why NG is probably the goodest good in and of itself.

And it predisposes me to conclude that any argument that LG is some extra special good is utter BS.

But I still want to play a good charismatic warrior who can smite those evil types to kingdom come. And I see no logical reason why Milani would be less about granting the smite than Iomodae. I can't see any reason such a paladin wouldn't be as believable and logical and embedded in the world as her LG counterpart.
And so, for that very flavorish, non-munchkiny reason, I support NG and CG paladins.


The Sideromancer wrote:
HWalsh wrote:


People won't be happy until they rip out the core flavor of THE most unique class in D&D/PF.

There are plenty of ways to get Smite, full BAB+ 4 level spells is tried and true, and casting is standard vancian.

This is not the most unique class.

The class is MUCH more than its powers.

It's about respect.

The Paladin has a VERY special place in the history of D&D (technically AD&D) and EVERY game that is based on it should try, as best they can, to keep it what it was.

See the Paladin was the pet class of a man named Gary Gygax. Mr. Gygax wanted the Paladin to be the prototypical shining white knight.

I was fortunate enough to meet him and speak with him before his passing. He was a very charismatic person and he cared about this class a lot. He gave a big speech at that convention about his people often didn't understand the class.

So, we have the personal class, designed by the guy who we owe gaming to. To whom Pathfinder owes its existence to. Who wanted it to be a specific way.

And everyone wants to toss it under the bus.

I, as a fellow designer, cannot endorse that.


Kerney wrote:
PossibleCabbage wrote:


My question is, though, does anybody want to play non-good Paladins?

No, I don't. And one thing I've noticed, having read the entire thread, is that most of the people arguing for expanded paladin alignments have been arguing for allowing NG and CG paladins in one form or another.

PossibleCabbage wrote:
What could you really do as a Neutral Good Paladin that you can't do as a Lawful Good one?

My answer is to create a genuinely "Good" character that I can believe in. This come from how importantly I view what "Good" is and just how challenging is to be good all the time and why it is a RP challenge.

The "Good" people who genuinely speak to me tend to be the ones who have the courage to question the world they live in, and have taken difficult steps that have often put them in conflict with the forces of law and politeness. For me it is about that still small voice in our hearts that whispers "this is wrong" and forces us to act in ways we never thought we could.

Good, genuine facing down the tanks good, is hard. And for me it is very much a chaotic good that has a hard time with the concept of Lawful Good. Seriously, I see laws as made by the powerful to protect their own interests. To me, customs and tradition create conformity rather than any sort of good.

I know this is my bias based in reality, and I have seen people who I think of as Lawful Good. Furthermore, I know some RL Lawful good people have my problem in the opposite way, i.e. wrapping their head around the Chaotic Good alignment I hope I live up to. That is probably in itself an argument for why NG is probably the goodest good in and of itself.

And it predisposes me to conclude that any argument that LG is some extra special good is utter BS.

But I still want to play a good charismatic warrior who can smite those evil types to kingdom come. And I see no logical reason why Milani would be less about granting the smite than Iomodae. I can't see any reason such a paladin...

You know Lawful doesn't mean, "Believes in the local laws."

It just means to believe in order. A CG person CANNOT follow a code. They don't believe in any laws at all.

A NG person can... Until that code no longer is convenient.

So... A CG Paladin would literally be like:

"I will not lie... Unless you know I feel like it."

A NG Paladin would be like:

"I will not lie... Well... Until I need to lie because then that rule goes right out the window."

It's the "Stand up to a Tank."

I don't see a NG or CG guy doing that. CG wouldn't follow pacifist resistance. That requires adherence to a strict belief. CG can't do that. CG is more likely to fight violently.

NG is more likely to use violence if they think it would produce better results.


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HWalsh wrote:

You know Lawful doesn't mean, "Believes in the local laws."

It just means to believe in order. A CG person CANNOT follow a code. They don't believe in any laws at all.

A NG person can... Until that code no longer is convenient.

So... A CG Paladin would literally be like:

"I will not lie... Unless you know I feel like it."

A NG Paladin would be like:

"I will not lie... Well... Until I need to lie because then that rule goes right out the window."

It's the "Stand up to a Tank."

I don't see a NG or CG guy doing that. CG wouldn't follow pacifist resistance. That requires adherence to a strict belief. CG can't do that. CG is more likely to fight violently.

NG is more likely to use violence if they think it would produce better results.

Those are some interesting takes on alignment. I still believe you have this feeling that anyone who isn't LG lies on a whim, cheats, doesn't follow rules and social norms and so on. It's not a take I've seen across the years of playing.

As far as your previous post regarding Gygax .. with all respect to the man's work, he also had a lot of ideas and ways of doing things that I disagree with. Many of his articles over the years left me with a poor opinion as well. The hobby owes the man a great deal, don't get me wrong, but that doesn't mean that a class he liked is untouchable.

And we're still coming back around to the idea that ONLY a paladin can be a shining knight, the only and bestest good hero. That smacks of the One True Way and doesn't match with what I have seen nor what I expect out of a game.


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Y'know, it's funny: there's a thread exactly like this on over on ENWorld, but it's in the 5e subforum. Over there, I'm all, "Well, 5e Paladins have to live by the tenets of their oath, but there's no requirement of LG alignment mentioned in the class description, so rules lawyer one as you will; have fun!" On the Paizo boards, on the other hand, I got nothing. Paladins are LG, as stated in the CRB, end of discussion.


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Kerney wrote:

My answer is to create a genuinely "Good" character that I can believe in. This come from how importantly I view what "Good" is and just how challenging is to be good all the time and why it is a RP challenge.

The "Good" people who genuinely speak to me tend to be the ones who have the courage to question the world they live in, and have taken difficult steps that have often put them in conflict with the forces of law and politeness. For me it is about that still small voice in our hearts that whispers "this is wrong" and forces us to act in ways we never thought we could.

Good, genuine facing down the tanks good, is hard. And for me it is very much a chaotic good that has a hard time with the concept of Lawful Good. Seriously, I see laws as made by the powerful to protect their own interests. To me, customs and tradition create conformity rather than any sort of good.

I know this is my bias based in reality, and I have seen people who I think of as Lawful Good. Furthermore, I know some RL Lawful good people have my problem in the opposite way, i.e. wrapping their head around the Chaotic Good alignment I hope I live up to. That is probably in itself an argument for why NG is probably the goodest good in and of itself.

And it predisposes me to conclude that any argument that LG is some extra special good is utter BS.

But I still want to play a good charismatic warrior who can smite those evil types to kingdom come. And I see no logical reason why Milani would be less about granting the smite than Iomodae. I can't see any reason such a paladin...

I feel like "Lawful" has a lot of baggage because of its name. It's better to think of the "Lawful" in "Lawful Good" in terms of norms and deontological ethics than in terms of honest to goodness laws.

Specifically, the Paladin believes that good ends are what we should strive for, but cutting corners to get there is bad, so we want to get good outcomes the right way. That's the sense in which the Paladin ought to earn the L in LG. I see a CG character as someone who's comfortable lying, cheating, and stealing in order to create a good outcome, and an NG character as one who can justify it from time to time.

But the dodge in alignment has always been that LG respects "legitimate" authority, and it's not generally difficult for a Paladin player to believe that laws which serve to elevate the powerful at the expense of everyone else, or norms that are actively destructive, are illegitimate and need to be opposed not only because they create bad outcomes but because they undermine the very notion of laws and norms being essential to society.

This is another reason that alignment really ought not be objective, because every LG character is free to ignore or oppose "bad" laws and norms. That's probably not an appropriate topic for the thread though.

Shadow Lodge

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HWalsh wrote:

You know Lawful doesn't mean, "Believes in the local laws."

It just means to believe in order. A CG person CANNOT follow a code. They don't believe in any laws at all.

Lawful does mean believing in a social order, that respecting customs and working through "the system" and defending said system and doing what is "expected" of you, whether it be customs or laws and persuing your goals, whether they be good or evil, within the context.

Good RL example is a Judge I know about who signed a death warrant, even though she personally is on the record as opposing the death penalty; because upholding the law as it currently stands is her duty. She'll write an opinion opposing the death penalty in a case arguing the merits of such a law, but that is not her job in this context.

It is marrying who your parents tell you to, because the customs of your society say that is what you do.

It is getting about getting of the way of the tank, because duly constituted authority has ordered you out of the way of the tank. How you square that with good when the tank is going to masacure unarmed civilans is beyond me. Perhaps by staying in your position and getting into a position of authority where you can reform the system from within?

Chaotic is about opposing those customs when, not upholding them or caring about them or letting them affect how you act. It is not about not having a code, doesn't matter if your poisoning the a city's water supply because you like to see people suffer (CE) or believing in "free love" because growing up you saw nothing but miserable marriages (cn to CG).

Any "code" they have is based on their own experinces rather than accumulated wisdom of custom and authority. As such, they are very often in reaction to the abuses of a "lawful" society.

Two good shows about mostly chaotic individuals as protagonists against lawful antagonists are "Firefly" and "Black Sails".


As I recall, there was an interesting article in an old issue of the Dragon talking about paladins fighting against each other. I'll try to dig it up, but I believe it was about an English paladin and a French paladin and how both were in the right and LG and yet still would fight.


One things that got me thinking is this spell:Haze of Dreams

It's a spell for followers of Desna. Desna is CG. It's listed as a spell for paladins.

How?


gustavo iglesias wrote:

One things that got me thinking is this spell:Haze of Dreams

It's a spell for followers of Desna. Desna is CG. It's listed as a spell for paladins.

How?

Isn't that those spells despite the associations are available to non-worshippers?


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HWalsh wrote:


You know Lawful doesn't mean, "Believes in the local laws."

It just means to believe in order. A CG person CANNOT follow a code. They don't believe in any laws at all.

That's patently untrue. Robin Hood's merry men had a clear code ("we don't steal for ourselves"), and their own internal laws and methods of punishment for those who break those laws.

from Robin Hood:
One of the Merry Men, Gilbert, turned to Robin and reminded him that he too was subject to the rules of the contest. Robin agreed that he was not above the rules[...]

CG societies, like elves, have laws too.

Other Real life cultures that can only be considered as chaotic, such as Tortuga's pirates, had their own codes too. Same goes with unorganized tribes like the beduins or tuaregs, which are not a rigid, structured society, but they still have their own honor codes
Desna, for example has the following code for her followers:

Desna:

Be Ready for Challenges and Unexpected Friends: Worshipers should train in combat or magic so they can overcome adverse situations in their travels. They should be especially vigilant for agents of the Old Cults and harmful creatures from the Dark Tapestry, but should welcome friendly travelers from far places and distant stars.

Feet Are for Walking: Desna teaches that it's better to wander and explore than to stay home and grow stale in thought and habit. Those who can't wander in the flesh may still explore through their dreams and through the stories of others.

Follow a Hunch, but Bear the Consequences: If faced with a sudden problem, worshipers should be guided by intuition and emotions if reason doesn't provide an obvious answer. If this leads to something harmful, they are responsible for repairing the harm that is done.

Learn from What Is Different: Desna's followers should accept others who espouse friendship, regardless of race or religion. They learn redemption and acceptance from Sarenrae, appreciation of beauty from Shelyn, bravery from Cayden Cailean, passion from Calistria, magic from Nethys, combat from Gorum, nature from Gozreh, and more. Ignoring the teachings of other religions is ignoring the chance to learn.


Compare to other chaotic deities codes:
Milani:
Find Your Hidden Strength: The faithful understand that sometimes they must endure hardship to reach a better place. Milani teaches that humanity is at its very best when things are at their worst, and hope—courage of the heart—is a source of incredible power.

Know What Is Worth More Than Yourself: True devotion is the willingness to make sacrifices in order to protect something other than yourself. Whether this is a spouse, a child, your home, or freedom, by accepting responsibility for the things you love, you are given the choice to give up something to promote a greater good.

Peace, Love, Health, and Life: Also known as the "Four Pillars," these define the core of humanity's gifts. The cost of any action should be weighed against these ideals—promoting one at the cost of another might be worthwhile if the rewards outstrip the costs.


Calistria:
My life is my path, and none will sway me from it.

I devote myself to the pursuit of my passions.

I take what I desire, by trick or by force. If others resent my actions, they may attempt to take vengeance against me.

All slights against me will be repaid tenfold.

I am the instrument of my own justice. If I am wronged, I will take vengeance with my own hands.

Gorum:
Better to Die a Warrior Than Live a Coward: While Gorum doesn't believe his followers should recklessly throw away their lives in battles they cannot win, agreeing to a fight and then fleeing a battle is the act of an unworthy cur. Surrender is honorable, for those who surrender may have a chance to redeem themselves in a later battle, but those who flee are best cut down before they shame themselves again.

Cowards Flee, Warriors Retreat: The subtle difference between these two ideas is lost on many who do not fully understand the nature of battle. Warriors retreat from battle because they want to win the next battle; cowards flee a battle because they fear death and wish to avoid the next battle. The Lord in Iron doesn't expect his followers to be fearless, but he does expect them to swallow their fear long enough to get the job done.

Will You Fight?: This simple phrase sums up almost the entirety of Gorum's philosophy. If a spindly youth wants to join an army, the priest of Gorum asks this question. If an injured orc struggles with a wound, his chieftain asks this question. Before a particularly bloody battle, the army commander asks this question. Those who will fight are the blessed, no matter how feeble their sword arms. Note that the question is not "Can you fight?" but "Will you fight?"—a crucial distinction.

All of them are chaotic, but they have different paths, different ethos, and different moral codes, which they follow


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gustavo iglesias wrote:
HWalsh wrote:


You know Lawful doesn't mean, "Believes in the local laws."

It just means to believe in order. A CG person CANNOT follow a code. They don't believe in any laws at all.

That's patently untrue. Robin Hood's merry men had a clear code ("we don't steal for ourselves"), and their own internal laws and methods of punishment for those who break those laws.

** spoiler omitted **

CG societies, like elves, have laws too. Other Real life cultures that can only be considered as chaotic, such as Tortuga's pirates, had their own codes too
Desna, for example has the following code for her followers:
** spoiler omitted **...

To quote Paizo:

-----

Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties. Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it.

-----

Robin Hood WASN'T Chaotic. Not by PF's standards. He was Neutral to Lawful.


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gustavo iglesias wrote:
All of them are chaotic, but they have different paths, different ethos, and different moral codes, which they follow.

I feel like this underscores a lot of how making alignment the be-all-and-end-all of moral reasoning is overly simplistic. There are LG deities who believe strongly in redemption, and there are LG deities who believe strongly in punishing the wicked and their believers are expected to be on good terms because "they're both on the LG team".

I feel like the followers of an LG "redeemer" deity and an NG "redeemer" deity are going to be on much better terms than the followers of an LG "avenger" deity and an LG "redeemer" deity.

The one thing that seems clear about the codes different from Lawful religions and Chaotic religions, is that the latter codes tend to be much more about self-imposed structure while the latter are more about externally imposed structure.

But we probably owe ourselves to ask more subtle alignment questions than "Good (Y/N)?" How does one go about playing a Paladin who lives under and opposes an oppressive government? This should certainly be possible, but how would one go about it?


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PossibleCabbage wrote:
gustavo iglesias wrote:
All of them are chaotic, but they have different paths, different ethos, and different moral codes, which they follow.

I feel like this underscores a lot of how making alignment the be-all-and-end-all of moral reasoning is overly simplistic. There are LG deities who believe strongly in redemption, and there are LG deities who believe strongly in punishing the wicked and their believers are expected to be on good terms because "they're both on the LG team".

I feel like the followers of an LG "redeemer" deity and an NG "redeemer" deity are going to be on much better terms than the followers of an LG "avenger" deity and an LG "redeemer" deity.

The one thing that seems clear about the codes different from Lawful religions and Chaotic religions, is that the latter codes tend to be much more about self-imposed structure while the latter are more about externally imposed structure.

But we probably owe ourselves to ask more subtle alignment questions than "Good (Y/N)?" How does one go about playing a Paladin who lives under and opposes an oppressive government? This should certainly be possible, but how would one go about it?

I've done it.

It's very easy.

Once the government becomes oppressive the Paladin no longer acknowledges the authority of the government. He then reverts to the just laws of the previous rulership.

To quote the showdown with the evil king:

-----

"I am your king! Chosen by the Lord's of this land! You swore an oath to uphold the crown!"

"Nay. You are not my king. You have proven yourself unworthy of that title. A king serves the people. You only serve yourself. I give you one final chance, surrender the crown and leave this kingdom never to return, or face the justice that you sought to pervert."

-----


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HWalsh wrote:
Robin Hood WASN'T Chaotic. Not by PF's standards. He was Neutral to Lawful.

Of course he was.

But if you want, I'll concede that point. It's irrelevant. What about the pirates in Tortuga? Where they Lawful too? Are the Tuareg tribes lawful? Are the followers of Desna Lawful?

My point is that your statement (those who are CG cannot follow a code) is patently untrue in the game. There are CG gods, that give their followers a code. Which they followers follow. Hence that's why they are called followers


So what if this oppressive rulership has been in charge of the country for thousands of years and the old laws that predate it aren't well known or are woefully outdated?

So for example there's no clear alternative to authority, it's just pretty clear that the authority, by dint of its actions, is not legitimate. The decision to oppose the government is arrived at, not by comparing it to some alternative, but simply by understanding that the system must be torn down before it can be replaced by something better.

That's certainly a valid perspective for a character who is paladin-ey as heck.


Could a Paladin dethrone an otherwise good king if they feel that a democracy is a better form of government for serving the people without falling?


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PossibleCabbage wrote:
gustavo iglesias wrote:
All of them are chaotic, but they have different paths, different ethos, and different moral codes, which they follow.

I feel like this underscores a lot of how making alignment the be-all-and-end-all of moral reasoning is overly simplistic. There are LG deities who believe strongly in redemption, and there are LG deities who believe strongly in punishing the wicked and their believers are expected to be on good terms because "they're both on the LG team".

I feel like the followers of an LG "redeemer" deity and an NG "redeemer" deity are going to be on much better terms than the followers of an LG "avenger" deity and an LG "redeemer" deity.

The one thing that seems clear about the codes different from Lawful religions and Chaotic religions, is that the latter codes tend to be much more about self-imposed structure while the latter are more about externally imposed structure.

But we probably owe ourselves to ask more subtle alignment questions than "Good (Y/N)?" How does one go about playing a Paladin who lives under and opposes an oppressive government? This should certainly be possible, but how would one go about it?

This. The answer of said paladin depends not on his aligment, but on his ethos. His aligment influences his ethos, but it's not his ethos.

Compare the code of Lawful Good god Torag to his Paladins, which includes:
Against my people’s enemies, I will show no mercy. I will not allow their surrender, except when strategy warrants. I will defeat them, yet even in the direst struggle, I will act in a way that brings honor to Torag.
and
I am at all times truthful, honorable, and forthright, but my allegiance is to my people. I will do what is necessary to serve them, including misleading others if need be.

with those of Iomedae's:

When in doubt, I may force my enemies to surrender, but I am responsible for their lives.
and
I will suffer death before dishonor.

Both are LG paladins, following the codes of LG gods. You can't make a "catch them all answer" for what paladins will do in a given situation, just because they are LG. A Paladin of Ragathiel (god of Duty and Vengeance) and a Paladin of Erastil("My community comes first, and I will contribute to it all that I can. If I don’t give something back, who will?") will not answer the same to the same threats.


Ventnor wrote:
Could a Paladin dethrone an otherwise good king if they feel that a democracy is a better form of government for serving the people without falling?

A better question is "could a paladin dethrone a democratically elected president, if he's evil?"

And the answer, again, is "depends on that paladin's ethos". A paladin of Erastil will not act the same than a paladin of Torag, or Iomedae, or Irori, or Abadar, or Saerenrae.

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