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| #1Darkabyss29Dec 04, 2014 18:42:04 | Alright so in 3.5e Paladins may never knowingly or willfully commit an evil act or they'll lose their paladin abilities/spells until they atone. My question is: If they learn that they commited an evil act AFTER they commited it, Do they automatically lose their paladin abilities/spells? Or no? Or is it just up to DM discretion? |
| #2DyndrilliacDec 04, 2014 19:04:11 | Paladins don't work like they did in 3.5. A paladin can be good, evil, or neutral. Furthermore, a good Paladin can commit an evil act if he has a good reason and his deity won't so much as bat an eyelash. |
| #3Darkabyss29Dec 04, 2014 19:29:11 | that doesn't really answer my question... |
| #4OoftaMegDec 04, 2014 19:58:13 | Up to the DM. If a paladin violates their oath, I've ruled that they pretty much know right away when their deity takes away their power. |
| (Reply to #3)Coredump00 |
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| #6DungeonKrusherDec 04, 2014 20:43:58 | How can you learn that an act is evil after the fact?
Unintentional consequences do not constitute an evil act, if that's what you mean. When you're talking about a good or evil act, you really need to account for intent. |
| #7NovacatDec 04, 2014 21:15:44 |
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| #8PsikerlordDec 04, 2014 21:40:09 | Yeah I like the classic paladin and ancients paladin, but do not allow the vengeance paladin as a PC. I've wrapped that into the blackguard NPC paladin. If they break their vow too often, bad things start to happen.
I consider the vows are a bit of a balancing mechanism, and the vengeance vows.... well, they arent really much of a code that matters in any meaninful way. They have to attack their enemies, and not show mercy. Um, yeah, ok. |
| #9UndrhilDec 04, 2014 21:35:10 | Paladins in 5e do not get their power from a deity; they get them from their oath. In the DMG there is an "Oathbreaker" option for a Paladin who has broken his/her oath, but other than that, it's up to the DM what happens when a Paladin goes against their chosen oath's tenats. |
| #10GnarlDec 04, 2014 22:17:30 |
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| (Reply to #8)Macv12 |
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| #12PsikerlordDec 05, 2014 2:04:14 |
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| #13OoftaMegDec 05, 2014 6:07:47 | First, there is an option (it may depend on the type of paladin) where if a paladin breaks their oath, they lose their abilities.
Second, I don't buy "you can't commit an evil act unknowingly". For example, in a previous campaign the group came across a group of people tied to stakes with sacks covering their heads. They cut the bonds of the first person and pulled the sack off the prisoner's head only to find a peasant that was transforming into a troll. After a tough fight, they killed the troll.
The paladin then looked at the rest of the prisoners without removing the sacks from their heads and said "Kill them. Kill them all." What she didn't know when she uttered the words was that the people were innocent peasants being transformed into trolls by injections of troll blood and that several of them could have been saved. I had rolled randomly to decide whether the first prisoner could be saved and had rolled high (bad).
Was it an evil act to kill innocents? I believed so, and so did the player. I ruled that she lost her paladin-hood temporarily as soon as the party killed the innocents. Immediately after the act was done, she realized what she had done. It became a fun and memorable story because the occasional failure is more fun than always succeeding.
To the OP, while the type of oath is going to vary by paladin, I would rule that if they violate their oath they pretty much know right away. It's a supernatural bond, not just a personal oath so I would rule that their paladin abilities are removed almost immediately. If it makes a better story, it could also be a vision sent to the player later that night in a dream or by a supernatural messenger.
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| #14NoctaemDec 05, 2014 6:28:06 | Frankly I've never understood why a DM would ever want to enforce the whole "you're a paladin, so you must be lawful stupid" thing. Previous editions were wrong to have rules to limit what the players could do via harsh alignment punishment toward certain classes. It's much better now that those no longer exist and players are free to play the character as they see fit without a leash that the DM can arbitrarily yank. Big step forward in this regard. |
| (Reply to #14)OoftaMeg |
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| #16BRJNDec 05, 2014 8:18:57 | When bringing a Paladin to a table, talk over a few things with your DM (and your friends) first. Your personal philosophy of life / existence is going to affect your character. - How can man know Good and Evil? - Is there such a thing as an inherently evil act? An inherently good act? - Can you agree before play that some acts will automatically cause a Fall? - How does a disgraced Paladin atone? - Is your DM the type to try to trick you into Falling, constantly? (You expect it when a Devil contract is up for grabs, but not when you rescue a cat out of a tree) - Will powers get cut off all at once, or an escalating series of incidents, before your sponsoring deity punishes you? - Do you both recognize the differences between LG, NG, CG, LN, SG (Stupid Good), and LS (Lawful Stupid)? - What do the other players think of a Paladin? Dysfunctional players might react as if a "self-appointed conscience of the game" will automatically destroy their fun. - What other alignments are in the group? Is there any background or alignment or personality clash clearly visible beforehand? - Are you playing a Paladin because that the mechanic that best enacts your character concept?
I've noticed some people bring a chip on their shoulder to Paladin/alignment arguments: Nobody can tell me I'm a bad person because of what my character does. Nobody can tell me I'm not a good person no matter what my character does. If you have one / more such in your group, a Paladin may not be the character to play with them. |
| #17NovacatDec 05, 2014 9:06:22 |
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| (Reply to #17)OoftaMeg |
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| (Reply to #3)Bloodscythe |
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| (Reply to #18)Macv12 |
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| #21NovacatDec 05, 2014 10:40:28 |
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| #22RottleDec 05, 2014 10:48:37 |
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| #23IllithidbixDec 05, 2014 18:12:33 | Another vote for "The DM determines what an evil act is, and whether the Gods/the Oath/the Cosmos judges based action or intent."
Stripping all the powers and making them a sub-par fighter made *some* sense in 1E and 2E where Paladins were just outright better than Fighters in pretty much every way.(unless you used the weapon specialisation optional rules.) Paladins did require more XP to level and required 17 Charisma, but they did mostly seem mechanically balanced by roleplay restrictions which were quite widely interpreted.
In 3.5E I found it kinda weird that they were considered balanced (or even subpar) level/level vs Fighters et al but they also were still “balanced” by IC actions.
I very much liked 5E's take on the Oath being the feature of a Paladin, and it encourages the Paladin to think about the specifics of the Oath. I also like the take that the Oath is more defining for the Paladin than their deity and the source of their power, helps seperate the concept from the Cleric. Although it's likely the Oath will be tied in with the tenets of their Patron faith.
Personally, I think just depowering a player's character is just dull, and smacks of the “you're playing your character wrong, *slap*” attitude to alignment that I despise. The player decides what is right for their character, and playing a paladin who fails to meet their standard might well be the most in-character and most enjoyable way to play that character. The Arthurian legends had a full cast of characters based around this concept!
Instead I give my Paladins horrific visions and dreams tied into the consequences of their actions, stigmata from the wounds they inflicted on the innocent, have soothsayers yell at them in the street and should they be super naughty then NPC's (often paladins themselves) who receive divine visions about the fallen champion and are sworn to bring them to task or even Angels sent after them.
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| (Reply to #13)DungeonKrusher |
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| (Reply to #14)DungeonKrusher |
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| (Reply to #21)OoftaMeg |
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| (Reply to #20)DungeonKrusher |
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| (Reply to #26)DungeonKrusher |
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| #29OoftaMegDec 05, 2014 11:48:24 |
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| #30NachturnusDec 05, 2014 11:56:20 | This may just be my interpretation of the graph, but I think we're misconstruing how the alignment system works.
Good/Neutral/Evil- The general moral quality of those actions, being measured either against in-setting morals, or modern morals. |
| (Reply to #29)DungeonKrusher |
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| (Reply to #30)DungeonKrusher |
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| (Reply to #32)Nachturnus |
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| #34PsikerlordDec 05, 2014 14:23:08 |
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| #35RottleDec 06, 2014 13:35:07 |
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