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How hard is it to play a Paladin? (Some Forgotten Realms and insertions as well.)

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The Great Hairy
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Post by The Great Hairy »

[QUOTE=Volk]A Paladin with good stat rolls sure, one whos highest stat is 16....maybe not, he has to chose betwen strenght or charisma, cant get any save bonuses unless you have a positive charisma and if your charisma mod is +1 then it makes absolutely no differance.[/QUOTE]

Any class with good stat rolls is going to be better off than the one with lower stat rolls. This is largely irrelevant, as Paladins can ignore DEX, INT and WIS, saving their best rolls for CON, CHA and STR.


[QUOTE=Volk]A fighter is stronger in melle, because he has the same HD, dosent have to worry about inteligence, charisma or a wisdom higher then 10, he gets a HUGE ammount of feats plus bonus fighter only feats, like weapon specialisation.[/QUOTE]

So? Combat is what fighters do. It's their speciality. They make really poor spell casters however. ;)


[QUOTE=Volk]Clerics can turn undead at much higher levels, need a lot less stats and have more then double the ammount of spells paladins do.[/QUOTE]

Again, so what? Clerics are really good at what they do - handling undead and divine spell casting. That's not what Paladins are meant to do. It's secondary to their role at best, similar to combat for Clerics. Yes, they can do it, but no, it's not the core of the class.


[QUOTE=Volk]Yes a paladin with good stats will beat any class at fighting evil, thats what their designed to do, but in the end a paladin is nothing more then the fighter side of a bard, he has a lot of options, but he cant do anything well enough.[/QUOTE]

This is very not true. A Paladin can certainly hold their own in combat. AGainst an evil opponent they can deal out damage faster and at a higher rate than a straight Fighter. They are immune to several nasty effects (Fear, Disease) without even having to roll the save. They can heal themselves as a free action (Lay on Hands).

In the game I run, the 12th level Paladin and the 12th level Fighter stand side by side and literally rule the battlefield. They rack up a similar number of kills, and certainly are very hard for the baddies to take down. Whilst the Fighter has more hps, the Paladin has the Lay on Hands to ofset that. Whilst the Fighter specialises in Two Handed Axes (and has a huge damage output), she comes second in the damage stakes when the Paladin Smites Evil.


[QUOTE=Volk]Clearly if you use house rules, or books other then the 3rd edition PHB, DMG and Monster Manual then the paladins usefulness can be increased, but straight out 3rd edition paladins are most certanly not that powerfull, because as i said before, their need for high stats will cause them to have a tragic flaw, be it their lack of AC ( like i said no paladin starts the game at level 1 in full plate mail and you if you are then your DM is beeing too nice to your party or planing to have you go up against very hard monsters ) lack of good Hitpoints, or lack of bonus saves due to a low charisma, sure if the DM lets you sit there and roll six or seven times for each stat and then takes the best one you can make a paladin thats unstopable, but in the end for those who play with one roll for each stat, and take stats as low as three, paladins arent so viable anymore.[/QUOTE]

Let's take an average set of dice rolls for a new PC:
16 14 13 12 10 8

The (human) Fighter:
STR: 16 DEX: 13 CON: 14 INT: 10 WIS: 12 CHA: 8

The (human) Paladin:
STR: 14 DEX: 10 CON: 13 INT: 8 WIS:12 CHA: 16

Stat-wise how are these PCs different? The Fighter has a +3 to hit & dam. The Paladin is +2, not much of a difference. Both can take Weapon Focus if they want. The Fighter has 12 hp, the Paladin 11. The Fighter gets 3 skill points, the Paladin 2 (remember the Human bonus - and I'm not multiplying for 1st level). The Fighter gets +1 AC. Otherwise, they are pretty much of a muchness. At second level, the differences really kick in, when the Paladin gets Lay on Hands and Divine Grace.

Now this is all number-crunching. When it comes to ROLEplaying, the differences are multiplied a hundred-fold. Remember that. :)

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TGHO
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Volk
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Post by Volk »

I have always seen paladins as a role play tool, i never argued that they are better for role play then most other classes, but a paladin is a combat specialised class just like a fighter. Fighters are just plain and simply designed to fight paladins are ment to be party leaders, smooth talkers and hunters of evil, so that resulted in their general fighting abilities beeing toned down.
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The Great Hairy
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Post by The Great Hairy »

Aye, that's right. They have a different core than pure fighters, and so have advantages and disadvantages built into their class atributes.

I just didn't agree with you when you said that Paladins were not powerful. :)

And don't get me started on the whole Bard issue. :p

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taltamir
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Post by taltamir »

Paladins, as characters go, rather suck.

I am not talking abilities here, I mean the actual character itself.

They must obey strict codes of thier orders, they must still be good, they have the ability to detect evil, so they just go around detecting evil and killing anything that looks evil to them.

Its just not interesting.
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The Great Hairy
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Post by The Great Hairy »

[QUOTE=taltamir]Paladins, as characters go, rather suck.

I am not talking abilities here, I mean the actual character itself.

They must obey strict codes of thier orders, they must still be good, they have the ability to detect evil, so they just go around detecting evil and killing anything that looks evil to them.

Its just not interesting.[/QUOTE]

I quite strongly disagree.

Paladins are awesome to ROLEplay rather than ROLLplay. As a GM, there is nothing more fun than placing the Paladin in moral quandries. Save the village by killing a child? Intervene in a disagreement happening between two good aligned churches. Have villains who are several shades of grey - or require that a particular evil villain is captured and reformed.

As a player - be the paragon of virture. Come from a broken or evil-aligned family and be constantly fighting against one's impure blood. Play a Hobgoblin Paladin (I did this once) trying to redeem his people and his race. Break the rules for roleplaying reasons, and pay the price in character.

Any character class can be played as a two-dimensional cardboard cut out. You can say that all wizards do is blast everyone with spells. It's up to you, either as the GM or player, to instill your character with life. Roleplaying is all about imagination - use it!

If you need some specific examples of where Paladins absolutely shine in roleplaying situations, feel free to ask. :)

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TGHO
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Post by Galuf the Dwarf »

[QUOTE=The Great Hairy]I quite strongly disagree.

Paladins are awesome to ROLEplay rather than ROLLplay. As a GM, there is nothing more fun than placing the Paladin in moral quandries. Save the village by killing a child? Intervene in a disagreement happening between two good aligned churches. Have villains who are several shades of grey - or require that a particular evil villain is captured and reformed.

As a player - be the paragon of virture. Come from a broken or evil-aligned family and be constantly fighting against one's impure blood. Play a Hobgoblin Paladin (I did this once) trying to redeem his people and his race. Break the rules for roleplaying reasons, and pay the price in character.

Any character class can be played as a two-dimensional cardboard cut out. You can say that all wizards do is blast everyone with spells. It's up to you, either as the GM or player, to instill your character with life. Roleplaying is all about imagination - use it!

If you need some specific examples of where Paladins absolutely shine in roleplaying situations, feel free to ask. :)
[/QUOTE]

Well, that was part of the answer I was originally looking for when I asked if Paladins were bland in roleplay. The thing is, how else can they be made unique aside from making them the 'moral compass' or the 'purifier of evil'?

In the Forgotten Realms, not all Paladins are the same. Paladins of Helm focus on chasing away evil-doers, while Paladins of Ilmater concern themselves more with healing the wounds that villains cause rather than destroying the villains themselves.

What other amounts of uniqueness can be placed on a Paladin's personality (aside from background and creed) that will become a magnetic attraction to players of a game - or readers of a D&D/Forgotten Realms novel - with a Paladin. Paladins are powerful when it comes to combat and gameplay, but let's try to stick to the personality and roleplay in at this point.
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taltamir
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Post by taltamir »

but those moral quanderies are already answered are they not?
The paladin is good, and he is lawful...

Putting a paladin in a moral dilema doesnt really ask "what sould I do", but "what is the thing which will fit law and good more". It is unique ofcourse, all things are, but its still a limitation. You can, if you are a good roleplayer roleplay ANYTHING well. But the more limited you are in your choices.... (that why clerics and monks also fall short for example... monks more so then clerics)
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Rob-hin
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Post by Rob-hin »

It limits you in your option, thus you have to be creative.
That's the cool part IMO :) .
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Post by Volk »

As someone put it paladins are Lawfull Good not Lawfully stupid, you dont have to charge the bad guy head first as hes casting a fireball in your direction.
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Post by Aegis »

I find Paladins the most interesting when roleplayed in a group made up of non good characters (neutral). Thats when the fact someone is a paladin can really affect gameplay, and make some tough choices.

As an example, in a game I'm playing now, not quite a paladin (I'm playing a Samurai using the BESM d20 system, which is the paladin equivelant), I'm in a party of chatocis and neutral's, all of which have performed bad deeds in the past (previous to my inclusion). As the 'moral compass' and front man of the group, I make decisions, only to be, generally, contested by the other members because they may want to do it an easier way. Now, as the Samurai I have something I can use that most Paladins can't do in good conscience, I can intimdate (and how!). But, I feel that it's this sort of group tension that's needed as well to make the game interesting, and characters bond by strict moral and lawful codes offer this tension, without taking away from the effectivness of your group.
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Post by The Great Hairy »

IMO Paladins fit in any group - well, except for the really evil ones. Unless they are excellently roleplayed. <wanders off the point...>

@taltamir
Anyway, besides all that. Yes, Paladins are Lawful Good. Yes, they are bound by certain requirements. This does not mean that they are one dimensional "kill the baddies!" characters. As Galuf pointed out, Paladins associated with different gods have different areas of concern. Furthermore, the answer to a moral quandry can not just be answered by applying the law to situation. What if the law is wrong? What if the Paladin lives in a Lawful Evil aligned area, where the Law is quite different to their personal ideal of the law?

@Galuf
The attraction of Paladins, to me as a player, has always been the Holy Knight trying to uphold their god's decrees, or follow the Light as such. In trying to do what is right but not always succeeding.

Have you ever played In Nominae? It's a Steve Jackson game where the players are Angels. It's very good, and is also an excellent set of ideas for Paladins. Angels, like Paladins, are always trying to do the "right thing" - and doing the wrong thing can lead to a lot of problems. I know you are specifically looking for DnD ideas, but gathering data from a wider range of sources can help!

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Post by Mr.Waesel »

[QUOTE=The Great Hairy]Not very powerful?? Are you kidding?

Sure, the Paladin can't blast the battlefield with Meteor Storm or the like, but in a toe-to-toe fight with the evil baddie, the Paladin is going to wipe the floor with most other classes.

Remember that in 3rd Ed one of the core design goals was to make every class:
a) balanced,
b) viable throughout all levels,
c) worth playing for their own reasons, and
d) powerful in their own speciality.

Note that a 1st level Paladin can easily end up with better saves than any other class. And that is just one of their advantages.

Cheers,
TGHO[/QUOTE]

Ahahaha! Oh my god that's funny! XD
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The Great Hairy
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Post by The Great Hairy »

[QUOTE=Mr.Waesel]Ahahaha! Oh my god that's funny! XD[/QUOTE]

<Shrug> Not my fault they were wildly off the mark with some of their descisions! :)

(But it was an original design requirement.)

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TGHO
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taltamir
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Post by taltamir »

you are confusing marketing slogans with actual design goals (which were also set by marketing)... They are like the microsoft of table top gaming...

Anyways, the goals with 3rd edition was to make for a system where people CANNOT realiably develop their own spells or feats because there are no tools for those, where they give a semblence of giving such tools, but every single item or spell or feat or whatever deviates from those to make it 'more balanaced", a system where people are dependant on additional books for power, so they have to buy them to remain competative. (exhalted deeds, song and silence, tome and blood, etc etc, all those contain abunch of new spells feats and prestiege classes, ie, more rules, instead of actually containing world content or anything about actual roleplaying.)

This can all be bypassed by the way if you just download them online instead of wasting the money. But who would wanna wanna download THAT.
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Post by Rob-hin »

Downloading illegal pdf's isn't something to be discussed here though.

But Yes, WotC are masters of making you depend on books. As I've said on many ocacions, I wish there were more new setting / atmosphere books. But most books that come out are about building something, one way or another (characters, monsters etc.).
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taltamir
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Post by taltamir »

If you want atmosphere books check other systems.

Terry pratched wrote atmosphere books for disk world for gurps.
I seen some for harry potter for GURPS.
I have some really cool atmosphere books for gurps, like IOU (Illuminaty university) and many others.... Personally the gurps main official world is even crappier then Ferun. BUT, they have a ton of setting books, because they allow anyone to release one, and they focus on the settings not the rules (so those things fit together), they are now releasing v4 of their system, and are releasing free stripped down versions for new players, and free conversion guides to convert old setting books to new systems.
"Don't worry, your old books will not all become obsulete" they say, a funny perspective for them when you compare to the wizards of the coast version of making EVERY single book obsolete as soon as possible.
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Post by Aegis »

I try to stay away from WotC stuff. I do this in a simple way. I stick to the core rules available in the SRD (which a former GB member, Xyx, has pushed down so many throats, eh Rob ;) ), as well as the free d20 systems out there, specifically Big Eyes, Small Mouth, and Tri-Star d20 systems, both of which are available online, and in book form.
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Rob-hin
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Post by Rob-hin »

Yes but information to make area's more interessting is what I would like to see.

Take the forgotten realms. In the old days you had Volo's guides. In these books he described interesting sights in cities, dangerous area's and simple but interesting facts about tavers and local history.

It just lives the setting up.

I'll check some of the stuff out you mentioned too :)

@Aegis, LOL :D

@taltamir, what are GURPS?
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taltamir
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Post by taltamir »

Generic Universal Role Playing System... the name started as a joke but stuck.

http://www.sjgames.com/gurps/

Download their free lite edition for new players here
http://www.sjgames.com/gurps/lite/
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Post by The Great Hairy »

@Rob-hin
The whole of 3rd Ed (and 3.5 as well) core rules are free, and are freely available to download. Check here: http://geocities.com/sovelior/srd/home.html
You can also get the PDF version somewhere (do a Google for it, I know it is around).

@taltamir
Not make up your own feats and spells? Nope, that's clearly wrong. It's quite easy to do within the 3rd Ed structure. Just check out some of the splat books from Green Ronin, Mongoose or any other third party publisher. They constantly make new stuff for 3rd Ed. Whether it is any good is entirely personal opinion.
As for the "microsoft of gaming" - well, that's your opinion. Yes, WotC is huge. Yes, they have a sizable chunk of the marketspace. Are they a monopoly? No. Are they controlling the direction of RPGs? No. Are there any viable alternatives? Yes. If you don't like them, don't buy their product and don't play their games!

@All
If you are trying to get world information, make it up! That's the whole purpose of roleplaying in the first place you know. :) Personally I don't like Faerun (which isn't the "official setting", Greyhawk is) and Eberron looks quite poor. The 2nd settings stuff still is useful (although the rules change, of course). As for more world books coming out from WotC, they are pushing Eberron at the moment, so expect to see a ton of suppliments for that world shortly.

Cheers,
TGHO
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