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BG2 Completed Mods => Virtue => Topic started by: rreinier on June 28, 2005, 09:48:50 AM

Title: Paladins falling
Post by: rreinier on June 28, 2005, 09:48:50 AM
IIRC, the criteria for Paladins falling were "loosened" in one of the last Virtue versions. Where are these criteria contained and is it easy to put it back to "any virtue loss at all causes falling"? If not, could you make it an option during installing to have Paladins fall immediately? This change is the main reason why I'm no longer updating Virtue, so it kinda keeps me from enjoying further improvements to the mod...
Title: Re: Paladins falling
Post by: SixOfSpades on June 29, 2005, 04:22:38 AM
The possibility of having the strictness of the PC Paladin's god tied to the Difficulty slider just occurred to me.
Title: Re: Paladins falling
Post by: jester on June 29, 2005, 05:36:58 AM
Interesting idea! Something entirely new instead of thougher foes. ;)
Title: Re: Paladins falling
Post by: SimDing0™ on July 16, 2005, 02:35:33 PM
Quote
IIRC, the criteria for Paladins falling were "loosened" in one of the last Virtue versions. Where are these criteria contained and is it easy to put it back to "any virtue loss at all causes falling"? If not, could you make it an option during installing to have Paladins fall immediately? This change is the main reason why I'm no longer updating Virtue, so it kinda keeps me from enjoying further improvements to the mod...
I guess I could start introducing optional components for this, but are you likely to be satisfied when the atonement system is implemented, which places the strictness mid-way between the current and previous situations? (No, really. I will finish atonement one day.)

Quote
The possibility of having the strictness of the PC Paladin's god tied to the Difficulty slider just occurred to me.
Unfortunately, I can see tying it to the difficulty slider being awkward to cater for when taking into account the ability to change the slider mid-game.
Title: Re: Paladins falling
Post by: SixOfSpades on July 16, 2005, 09:56:45 PM
You can't just have each Virtue drop look at the current Difficulty setting, and determine whether or not to Fall that way? Poopie. :-\
Title: Re: Paladins falling
Post by: SimDing0™ on July 17, 2005, 05:59:59 AM
I can, yeh, but with atonement, what happens if the timer requiring the player to atone has started, and then the difficulty slider is changed. And then it's changed back later, when the timer's expired? It's confusing me enough just thinking about it, let alone coding it. :)
Title: Re: Paladins falling
Post by: rreinier on July 19, 2005, 11:10:36 AM
I'll be happy as long as a Paladin falls after a single Virtue drop.

I'll be even happier if there's a grueling atonement quest to regain Paladin status.
Title: Re: Paladins falling
Post by: Ebon on July 25, 2005, 07:30:20 AM
Maybe I'm too old on this (hey, haven't visited longtime,) but if I'm still right---that paladins fall after any dumb step, then I'm annoyed. Otherwise maybe not...
THE ONLY WAY I'D LET A PALADIN FALL it'd be for pacting with the evil FOREVER IN THAT QUEST. Say you do the Coronet Slave Freedom mission. You speak with the mighty barbarian gladiator. NOW, if you just turn him to Lehtinan, or if you attack the beastmaster (he started it didn't he) you WON't lose the holy title. But if you actually ARE on Lehtinan's side and do his bidding, you are WELL WORTHY for punishment. Just know this: paladin's aren't Jedis, they're just people with honourable holy gifts. Naturally, they can do a few mischiefs without God striking them down.
Title: Re: Paladins falling
Post by: rreinier on July 31, 2005, 09:17:32 AM
No they can't, that's the point. Paladins are kept to a strict Code, and a small misstep is very significant. In the situation you painted above, a Paladin would most certainly fall for turning in Hendak to Lethinan.

Yes, this does place severe restrictions on Paladins, but that's a good thing. Proper Paladins aren't supposed to be easy to play, nor to allow the player much "room for error". You do evil, you fall, simple as that.
Title: Re: Paladins falling
Post by: NiGHTMARE on July 31, 2005, 10:04:38 AM
The number of people who want to play paladins but don't want to properly roleplay a LG alignment is pretty amazing ;).
Title: Re: Paladins falling
Post by: Borsook on July 31, 2005, 11:15:27 AM
Probably cause that's one of the most "powerful" classes in the game ;D. BTW I agree with rreinier, I always thought of paladins as more  LG than normal LG. And remember tis a world where all cleric(so paladin) spells are granted by their god, this close link suggest they may know if paladin steps out of line.
Title: Re: Paladins falling
Post by: SixOfSpades on August 01, 2005, 01:06:30 PM
The number of people who want to play paladins but don't want to properly roleplay a LG alignment is pretty amazing ;).
The problem is that there is no single view of precisely what a LG alignment really is. According to Virtue, if you rescue a noble from captivity, but you hesitate before actually untying the rope because, instead of saying "Thank you," the noble is being insolent and demanding, you should Fall irredeemably.

I've always said that if there's any way that a Virtue drop can be conceivably roleplayed by a Paladin, it shouldn't cause a Fall. (Loss of Virtue perhaps, but not an automatic Fall.) In the case of Lady Elgea, it would make far more sense for a Paladin to lose his status for accepting the ransom, not for attempting to instruct others in the virtues of patience and gratitude.
Title: Re: Paladins falling
Post by: rreinier on August 16, 2005, 09:29:17 AM
But perhaps this is a problem with the virtue drop in question, not with the concept of Paladins falling on a single drop...
Title: Re: Paladins falling
Post by: SixOfSpades on August 17, 2005, 01:24:28 AM
Yes, I would call that a problem with this specific Virtue drop. But I also have a problem with the concept of "one-hit-and-you're-dead," no matter what any consensus on a "proper LG alignment" might be. To illustrate my point, you say that on a Virtue scale of 1 to 20, a Virtue drop of 1 means an instant, irredeemable Fall. But what if Virtue was on a scale of 1 to 200? Or 2000? Would a 1-point drop kill a Paladin even then? If I'm playing a game where I suddenly suffer crippling penalties because I forgot to cover my nose when I sneezed in public, then there's something wrong with the game.

A Paladin should be allowed to break a minor law, provided that doing so would cause no harm whatsoever (example: jaywalking when you can see perfectly well that there are no cars coming).
A Paladin should be allowed to get drunk after the party gets back from destroying a powerful evil.
A Paladin should be allowed to save the life of his own child, rather than those of 2 total strangers.
A Paladin should be allowed to make mistakes. Even the most uptight of us still screw up from time to time.
Title: Re: Paladins falling
Post by: jester on August 17, 2005, 02:34:22 AM
@'A Paladin should be allowed to save the life of his own child, rather than those of 2 total strangers.'

This seems to be a rather odd tradeoff, but I can dimly see your point on the horizon with the scale. Although the penalties might be more sever for something on a wider scale of 200 or 2000. Killing an innocent? Wooops 50 or 500 off your karma account.
Title: Re: Paladins falling
Post by: SixOfSpades on August 17, 2005, 01:47:00 PM
...the penalties might be more sever for something on a wider scale of 200 or 2000. Killing an innocent? Wooops 50 or 500 off your karma account.
Oh yeah, most penalties would grow in proportion with the inflated scale--you're not going to decapitate your own teammate from behind and still lose only 2 points of Virtue out of 2000. But what an expanded scale would allow is more shades of severity--allowing leeway to do things like leave Lady Elgea tied up for an extra minute or two, or tell Lady Delcia Caan that she needs to be more respectful, without actually Falling.

(Speaking of Delcia, there should be a Rep/Virtue hit for taking away the de'Arnisse's weapons and jewelry without Nalia's express permission.)

Re: A Paladin saving his own kid instead of 2 other people: In a PnP game, the player would have the opportunity to talk this out with the DM, and if he can convince the DM that his actions were in character and valid for his alignment, the DM would not regard that as ground for a Fall. For example, if your boat suddenly breaks in half and starts sinking, it is neither Unlawful nor Chaotic to jump to the half where your own kid is scared out of his wits, and swim with him to shore. It's no crime to be motivated by love, or even by the instinct of preserving your own kin. As modders, we have to make some sort of effort to be accomodating in cases where such plausible arguments can be made.
Title: Re: Paladins falling
Post by: SixOfSpades on August 20, 2005, 01:41:01 PM
I've been thinking some more about the "Paladin saving own child rather than 2 others" issue, specifically how it relates to a series of Kabuki plays that come to a head in the play called The Village School. Plot synopsis follows.

Background: Matsumoru is a powerful samurai, who has sworn to follow Lord Sugawara. Later, Sugawara kills Kan Shojo, the rightful lord of the province, and usurps his rank. He then seeks out all Shojo's relatives so that he can supplant the dynasty with his own. Kan Shojo's only son, Kan Shusai, is a young boy currently in hiding (posing as a child of much lesser nobility) at a small provincial school run by Genzo and his wife Tonami.

Events: The Lady Chiyo brings her son, Kotaro, to study at Genzo's school. Genzo comes home from town--he has just learned that Sugawara's spies have located Kan Shusai in spite of the disguise, and Sugawara has sent Matsumoru, who knows Kan Shusai by sight, to come and collect the boy....or rather, the boy's head. Genzo is in despair: He must show loyalty to the slain Kan Shojo, and would try to fob Matsumoru off with the head of another boy if he could, but all his other pupils are stupid peasant boys, not one of them would ever be mistaken for the child of a noble. His wife Tonami states that the new pupil, Kotaro, would be an excellent substitute for Kan Shusai. Genzo meets the boy, and agrees that the resemblance is very striking. Genzo and Tonami commune for a moment, and reflect that they must be monsters to even consider doing such a thing.
Matsumoru (and a party of Sugawara's soldiers) arrives, and Tonami herds all the boys into an inner room while Genzo tries to bargain for time. Matsumoru gives Genzo a box, and tells him to do the beheading himself, and bring him the head in the box. Genzo takes the box inside, and a thwack is heard. Genzo returns with the box and hands it to Matsumoru, who opens it to reveal Kotaro's head. Matsumoru is satisfied, and agrees that it is the head of Kan Shusai. Matsumoru and soldiers leave with the head.
Lady Chiyo returns, to collect her son Kotaro. Genzo realizes that if she blabs around town how he killed her son, then the deception will be revealed and Kotaro's death will have been for naught--therefore she must die too. He attacks, but she is able to defend herself. In the middle of the fight, Matsumoru returns, alone. He reveals that Chiyo is his wife. Kotaro was their son. They sent him to the school for the specific purpose of having him serve as a substiture for Kan Shusai. Kan Shusai comes out of hiding, just as his exiled mother arrives, and the hunted pair flee into the hills.

Thoughts: Can a Paladin uphold his oath to serve a lord who has turned Evil? What about Neutral? Is it all right to Lawfully serve an Evil master as long as you personally are not ordered to perform Evil actions?
In this play, it is presented as a very hororable thing to sacrifice your own child in place of the child of the lawful lord (who also happened to be your former master). But does it then follow that to refuse to sacrifice your child would then be dishonorable?
Title: Re: Paladins falling
Post by: jester on August 20, 2005, 06:08:26 PM
Wow these Japanese never fails to amaze me. How hard is it for a god to change alignment anyway, since paladins are not samurai? Samurai are based on following their leaders without questioning them. Most of the time good and evil were very relative terms I guess.  Perhaps a paladin would relinquish his state as a last act of honour if he became aware of the change. The question is if evil gods can have paladins at all. If they can't then the powers granted shoul vanish with the change automatically.
Title: Re: Paladins falling
Post by: SixOfSpades on August 24, 2005, 12:44:48 PM
How hard is it for a god to change alignment anyway, since paladins are not samurai? Samurai are based on following their leaders without questioning them.
I don't know if any gods ever changed alignment, but they certainly aren't all Good. What about Paladins of Helm? They certainly exist, but how would they react if their Neutral god asks them to do something Evil every once in a while? True, Paladins are not Samurai, but they do share a number of striking similarities, and Paladins must follow the commands of their Order as well as their god. (Would a Paladin of Torm feel bound to obey a command of Tyr, or some such?)

Quote
The question is if evil gods can have paladins at all.
I don't see why not, (un)holy warriors who follow their deity's teachings with all the zeal of any Priest. Why the heck would a Paladin of Cyric be forced to be Lawful Good? The alignment of the Paladin should match the alignment of the god, being Lawful if the god is Lawful or Neutral, and Neutral if the god is Chaotic.

Quote
Most of the time good and evil were very relative terms I guess.
Yeah--suppose, for example, a landowner for some reason decides to close off access to his mill, meaning the peasants can no longer turn their grain into flour. The landowner has a perfect right to do this, it's his mill, but it really screws the people. Should a Paladin be Lawful or Good in this instance? Etc.
Title: Re: Paladins falling
Post by: Lord Kain on September 15, 2005, 10:29:33 PM
Or great Six is one of THOSE people,

The definition of a paladin is a HERO.
1. A paragon of chivalry; a heroic champion.
2. any knightly or heroic champion.
3. any determined advocate or defender of a noble cause.


A paladin is NOT lawful just for following laws. A Paladin is lawful because he must follow a strict code of conduct.


I got this off a website and its a good guide line for a paladins code.
Potence:
Seek excellence in all endeavors expected of a paladin, martial and otherwise, gaining strength to be used in the service of justice, rather than in personal aggrandizement. Seek great stature of character by holding to the virtues and duties of a paladin. Realize that, though one can never teach such ideals, the quality of striving toward them makes one truly worthy. Through your worthiness you can also influence others, offering a compelling example of what one can accomplish in the service of good.
*   Temperance:
Remember always that the extremes of even the greatest of virtues, can become the greatest of vices, and offer a point of frailty that can allow evil to gain a foothold. Seek moderation in all things, and preserve your balance so that you may not be deceived into doing evil in the name of Good.
*   Fortitude
Being a paladin often means choosing the more difficult path, the personally expensive one. Be prepared to make personal sacrifices in service of the precepts and people you value. At the same time, a paladin should seek wisdom to see the difference between courage and foolishness. Courage also means taking the side of truth in all matters, rather than seeking the expedient lie.
*   Justice
Seek always the path of good, unencumbered by personal interest. Recognize that the sword of justice can be a terrible thing, so it must be tempered by humanity and mercy.
*   Prudence
Although a paladin shows wisdom in his actions and commits no act without due consideration, when in doubt, do what is right and good for its own sake.
*   Integrity
Truth, virtue, fidelity, and honor are motives unto themselves, and each is larger than any single paladin. Seek all these achievements as sincerely as possible, not for the reason of personal gain but because it is right. Do not restrict your exploration to a small world, but seek to infuse every aspect of your life with these qualities. Should you succeed in even a tiny measure, you will be well remembered for your quality and virtue.
*   Faith
A paladin must have faith in his beliefs, for faith roots him and offers hope against despair.
*   Hope
Remember always that your god does not, and will not, abandon you in your darkest hour. Speak and he will hear. Ask and he shall give. Question and he shall answer. There is no darkness beyond the reach of his light, no pit of despair beyond his comfort.
*   Charity
Be generous insofar as your resources allow. Place the needs of others before your own. Keeping this in mind makes decisions regarding justice much simpler. Place value upon the contributions of others. Do not boast of your own accomplishments, wait for others to do this for you. Tell the deeds of others before your own, according them the renown rightfully earned through virtuous deeds.

If following the code or a law would lead to evil. A Paladin must not follow it.
Lawful is listed before good only because lawful good sounds better then good lawful.
Title: Re: Paladins falling
Post by: SixOfSpades on September 16, 2005, 01:02:37 PM
Or great Six is one of THOSE people,
Ummm....what?  ???


Quote
I got this off a website and its a good guide line for a paladins code.
Yeah, that all is quite good, and interesting to boot. Gives lots of background. But it's obviously written by (and more important, for) someone of Good alignment, so the real question here is if there's an alternate version, written by and for paladins of Neutral or Evil alignment, should any exist....and if not, why not. I need to research the Blackguard kit.
Title: Re: Paladins falling
Post by: Lord Kain on September 16, 2005, 05:45:05 PM
One of those people, refers to those who think there should be paladins of all alignments.

Part of being a paladin is geting all these nifty powers but having to follow a strict code. How could an evil paladin have a strict code of conduct.

Soililng paladins by having versons for all alignments is a mistake. Remember Paladins are lawful because of there code, not for following laws. Thier code promotes good thus they are lawful good..


Blackguards can be of ANY evil alignment. They have no code other then being evil. The only way a player can be come a "fallen" blackguard, is if they can't bring themself to roleplay being evil. And a paladin

The most any evil class has for a code if following thier evil deity or perhaps a demon prince.
Blackguards are tough but they still don't gain quite as many powers as a paladin. A blackguard is most powerful when they result from a fallen paladin.

The definition of a paladin is a HERO.
1. A paragon of chivalry; a heroic champion.
2. any knightly or heroic champion.
3. any determined advocate or defender of a noble cause.

The simple definition of the paladin denotes being noble and heroic. REGUARDLESS of the actually historical examples of paladins.

A Blackguard isn't qutie as strong as a paladin. They don't quite have as many of the nifty powers or reversed versions. Thats because its easy to be a blackguard but its HARD to maintain a strict code of goodness.
A Chaotic Good Ranger, might take the bandits stolen goods and sell them. But A paladin would be expected to return the stolen items.

They only have paladins for good alignment. Because its easier to be evil, or not get involved and remain netural. (and its really hard to fight to maintain neutrality)

Evil can't support a strict code of conduct.
Neutral doesn't have quite the zeal needed.
Title: Re: Paladins falling
Post by: SixOfSpades on September 16, 2005, 10:48:16 PM
One of those people, refers to those who think there should be paladins of all alignments.
Not quite all alignments; I mentioned that there should be no such thing as a Chaotic Paladin. All Paladins should be one step more Lawful (if possible) than their chosen god. I just don't see why being Good should be a requisite for holy warriors. Surely an Evil Paladin would function much the same in Zhentil Keep as a Good Paladin would in Waterdeep. Just because they're Evil doesn't mean they roam the streets, burning down homes and killing people in their sleep. It makes no sense for Neutral and Evil gods to have Clerics, but not Paladins. For that matter, I've never understood why Rangers have to be of Good alignment either--if anything, the only alignment restriction on Rangers should be that they cannot be Lawful.


Quote
Part of being a paladin is geting all these nifty powers but having to follow a strict code. How could an evil paladin have a strict code of conduct.
Depends on what god they follow. For example, Bhaal was Lawful Evil. According to my files, Bhaal's profile was "death, especially violent or ritual death," so a Paladin of Bhaal could function much as a public executioner, removing from the system anyone who interferes with the smooth workings of society. A Paladin of Talos might work in a hospital or homeless shelter, protecting those whose lives had been destroyed by some random ocurrence--provided they would dedicate their faith to Talos--and casually allow a fire to consume the homes of nonbelievers. Some Evil gods, like Cyric, would most likely choose not to have Paladins at all, seeing as how Cyric's portfolio includes things like lies and illusion. Evil Paladins would still follow a strict code of ethics--it would simply be a code geared toward Evil ends.

Don't forget, the "essence" of being a Paladin is not wholly Good: The three canon gods of Paladins are Tyr, Torm, and Helm--two Goods and a Neutral. When Anomen passes his Test, he does not become Lawful Good because "he's closer to being a Paladin now," he becomes Lawful Good because he's learned that sometimes being merciful and showing pacifism is the right thing to do. A true Paladin of Helm (should such a thing actually exist) would enforce laws, especially laws concerning territory and property, with no consideration of Good or Evil.
Title: Re: Paladins falling
Post by: Lord Kain on September 17, 2005, 12:22:32 AM
The essense of being a paladin IS GOOD, reguardless of helm. Paladins of helm are devoted to his aspect of protection. They wouldn't get involved in property laws. If you notice Adjantis from BG1 a Paladin of helm is STILL lawful good.

Paladins of helm are part of a sect in helms church called
The Vigilant Eyes of the God.

Also check helm's dogma. It includes, protect the weak, poor, injured and young. Do not sacrfice them for others or yourself. Overall he's a lawful neutral deity but his paladins serve over his protection are of his domain.
The Forgotten realms actuallys breaks the standard rules about paladins and their gods.

a code directed towards evil could never be as strict as a lawful good paladins code.
As being evil involves being selfish, destructive and other wise cruel. Reguardless of the dark deity.
Its easy to follow a code put forth by bhaal. Its no harder then one of his clerics. Bane is really easy as most evil villians want to by Tyrants and many Tyrants would pray to the god of Tyrants.

Evil deities are UNHOLY, lack virtue and never have a noble cause. (reguardless of what they or there followers think)
Being a champion of an evil deity means you never have make a sacrfice for another. You force others to sacrfice for you.


And ONCE again the definition of a paladin is a HOLY warrior of virtue. Champions of a noble casue.
This is the THIRD timing I'm saying this.

In D&D HOLY MEANS GOOD
UNHOLY MEANS EVIL.
Evil gods, demons, devils the like are unholy.

The definition of a paladin is a
1. A paragon of chivalry; a heroic champion.
2. any knightly or heroic champion.
3. any determined advocate or defender of a noble cause.

An evil paladin is not a paragon of chivalry, they aren't heroic. And they aren't noble.

Evil deities may have "chamipions of evil" but they aren't paladins they don't have the alignment restrictions they don't have a strict code. As that hinders being evil. The title of paladin is reserved for noble warriors of virtue.


Paladins can't be evil because they wouldn't be a paladin. As a paladin is by definition good, and most evil deities would be qutie insulted if someone confused them with being good.

A blackguard shouldn't have as much divine power as a Paladin as they don't sacrfice themseves for others.

The neutral gods not allied at all with good or evil at all. There is no champion of neutrality because being True Neutral is almost impossible to roleplay for a mortal (which is why Druids can now be any neutral alignment)
Lawful Neutral would be a champion of law. Chaotic Neutral would be a champion of Chaos.

P.S the alignment restriction on Rangers was lifted in 3.0 they can now be of any alignment.

Evil has its champions but they are NEVER called paladins and they never have as strict of an alignment or code.

in 3.0 deites have PrC classes for their champions, Bhaal's champions are called the  DeathStalkers. Its a special class taken at later levels, around 6 or so. Even deites have champion classes too.
Such as the Platinum Knight of Bahamaut (god of good dragons)


Being a paladin is about being a champion of good, not a champion of a god.
The forgotten realms has a much closer connection to paladins and the gods dogma then other worlds.





Title: Re: Paladins falling
Post by: Andyr on September 17, 2005, 05:26:18 AM
A paladin is NOT lawful just for following laws. A Paladin is lawful because he must follow a strict code of conduct.

Part of being a paladin is geting all these nifty powers but having to follow a strict code. How could an evil paladin have a strict code of conduct.

...

Soililng paladins by having versons for all alignments is a mistake. Remember Paladins are lawful because of there code, not for following laws. Thier code promotes good thus they are lawful

...
 
Evil can't support a strict code of conduct.

So you're saying you can't have any characters of Lawful Evil alignment?
Title: Re: Paladins falling
Post by: Borsook on September 17, 2005, 06:23:04 AM
A paladin is NOT lawful just for following laws. A Paladin is lawful because he must follow a strict code of conduct.

Part of being a paladin is geting all these nifty powers but having to follow a strict code. How could an evil paladin have a strict code of conduct.

...

Soililng paladins by having versons for all alignments is a mistake. Remember Paladins are lawful because of there code, not for following laws. Thier code promotes good thus they are lawful

...
 
Evil can't support a strict code of conduct.

So you're saying you can't have any characters of Lawful Evil alignment?
But paladin is more than  lawful-good. Assuming its lawful-evil counter part, how would that work? Paladin sees a person in need, he helps, lawful-evil paladin - .... just doesn't help? Not much of a "code". Kills that person? too chaotic... I just don't see it. For me the opposite of paladin (ie. blackguard) would had to abandon also the lawful part, otherwise it's a hybrid, unfeasible...
Title: Re: Paladins falling
Post by: Lord Kain on September 17, 2005, 10:15:31 AM
Exactly any code for a lawful evil character would be easy to follow.
Lawful Evil characters just have a "reason" more often.

A Chaotic Evil character, may simply torture for only his own pleasure.
A Lawful Evil character, isn't so random, the torture people for infomation or as punishment, If they get a kick out of it, well thats a bonus.
Of the three evil alignments, lawful evil is the most liky to keep thier word.

Now here is an example of how my lawful evil half-fiend in PnP got around his word with out breaking it.
A battle with the last of the temple guardians was taking to long, for the plan to move forward it had to end quickly.
So my blackguard said, "Surrender now and I promise on my honor and the devil blood in my veins I won't kill you"

Now devils are lawful evil fiends, and never EVER break a contract as they are lawful evil incarnate. No mortal could be more lawful evil then they.

But of course they never go beyond the exact wording of a contract.


The guardians surrendered. My fiend walked away turned to his underlings err I mean the rest of the party. And said.
"Kill them"
The wording of the contract was he wouldn't kill them, not that someone else wouldn't.
(From the PhB)
Lawful Evil
"Dominator"

A lawful evil character methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He is loath to break promises, and is therefore very cautious about giving his word unless a bargain is clearly in his favour.

This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They feel these personal morals put them above unprincipled villains.

Many lawful evil characters use society and its laws for selfish advantages, exploiting the letter of the law over its spirit whenever it best suits their interests.

Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.
Lawful evil is sometimes called "diabolical", because devils are the epitome of lawful evil. Other examples of lawful evil characters include tyrants, corrupt officials, and mafia bosses.


Basicly Lawful Evil as more of a "motive" for being evil.


The STRICTEST possible way to play a lawful evil character is below.

1. Always keeps his word of honor.   (but never beyond the exact wording)         
2.   Lies and cheats those not worthy of his respect. 
3.   May or may not kill an unarmed foe.
4.   Never kills an innocent but will harm, harass or kidnap. (Innocent is still a matter of opinion in D&D)
5.   Never tortures for pleasure but will to extract information.
6.   Never kills for pleasure - always has a reason. (
7.   May or may not help someone in need. (Good PR can be good for a Tyrant)
8.   Respects honor and self-discipline. Has no time for the law.
9.   Will work with others to attain his goals.
10.   May take dirty money.
11.    Never betrays a friend. (how many friends do evil characters have)L


Do note this isn't perfect, and few lawful evil characters follow all of these guide lines.
But that code is easy to follow compared to a paladin.

The champions of evil aren't lawful because being evil doesn't require any rules.

Being a Champion of good means alot of rules about how your suposed to act, a chaotic or neutral good character would chafe under it.

A Cleric to Tyr follows his dogma to the letter, a paladin would follow it to a lesser degree. Helm would never ask his paladin's to do a lawful neutral task that would violate the paladin's code. Paladin's of helm only follow the aspects of helm that appliy to a paladin, Which is protection of people part.
Title: Re: Paladins falling
Post by: Andyr on September 17, 2005, 01:43:31 PM
That was my point. Your posts seemed to indicate you didn't think that there could be anything Evil with a defined code of conduct; that there was no Lawful Evil. Then just above you've posted examples of it - Devils.

I was merely disagreeing with your original implication that Lawful and Evil could not go hand-in-hand.
Title: Re: Paladins falling
Post by: SixOfSpades on September 17, 2005, 02:39:55 PM
The essense of being a paladin IS GOOD, reguardless of helm. ONCE again the definition of a paladin is a HOLY warrior of virtue. Champions of a noble casue. This is the THIRD timing I'm saying this.
And the third time that I'm refuting it. I am fully aware of what your book says, there is no need to repeat it, I am simply stating that I feel your book is wrong. To presume that only Good-aligned people can be intensely devoted to their faith is both arrogant and illogical.


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If you notice Adjantis from BG1 a Paladin of helm is STILL lawful good.
Yes. According to my documentation, Helm can have followers of any Good or Neutral alignment (which seems odd to me, it should be any non-Chaotic), so giving Ajantis an alignment that agrees with canon Paladin rules was the politic way to go. That does not, however, prove that Paladins of Helm must be Lawful Good.


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Also check helm's dogma. It includes, protect the weak, poor, injured and young. Do not sacrfice them for others or yourself.
Mine just says that his portfolio is "guardians, protectors, protection." This could mean shielding a sick woman from the blows of a tyrant, or it could mean keeping a group of starving villagers away from the wagons of food being sent to feed an army.


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The Forgotten realms actuallys breaks the standard rules about paladins and their gods.
Precisely. If it's wrong, fix it--which is exactly what I think I'm arguing for here. You disagree with me, as you have every right to do.


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As being evil involves being selfish, destructive and other wise cruel. Reguardless of the dark deity.
Not necessarily....Auril is Neutral Evil, and she's the goddess of cold and winter. Sure, blizzards kill animals and destroy crops, but if you die because of her, it's more likely to be because you were stupid enough to wander around outside when you shouldn't have been, rather than from any cruelty on her part. Freezing to death is actually one of the least painful ways to go.
I doubt anyone would want to play a Paladin of Auril....it sounds pretty boring, really. ("I am the overlord of this cryogenics facility!")


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Its easy to follow a code put forth by bhaal. Its no harder then one of his clerics.
And yet you're trying to say that there could be Lawful Evil Clerics of Bhaal, but not Lawful Evil Paladins. Uh-huh. Pardon me, but I don't recall seeing the limitation "Must have code of conduct that is really difficult to follow" in the Job Description of being a Paladin.


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Evil deities are UNHOLY, lack virtue and never have a noble cause. (reguardless of what they or there followers think)
Quite the contrary, what their followers think is of primary importance. Whether it's holy zeal or unholy zeal, it's a connection with the divine, and that makes you a holy warrior. Whether it fits a Good person's definition of "noble" or not is what's irrelevant.


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An evil paladin is not a paragon of chivalry, they aren't heroic. And they aren't noble.
Now that I think of it, the Sith are an excellent analogy to Evil Paladins. Darth Vader does kill his own followers, but not because they're weak; he does it only after they make some significant failure. He is humble and submissive before his master. He fights only those who could pose a significant threat to him. We have repeatedly seen him spare his attacker's life. When he uses torture, he does so to gain information, rather than for pleasure. He truly believes that what he is doing is the right thing.


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The title of paladin is reserved for noble warriors of virtue. .... Evil has its champions but they are NEVER called paladins and they never have as strict of an alignment or code.
I don't really care what they're called, but they should still be based off the main Paladin class: Warrior stats, reduced weapon specialization, spells and abilities granted by their deity.


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Exactly any code for a lawful evil character would be easy to follow.
For a Lawful Evil being, yes. If you're all for hatred, strife, and tyranny, then being a follower of Bane should come naturally to you--which is the reason that anybody would become a Paladin, because it's what they believe in.


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A lawful evil character methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He is loath to break promises, and is therefore very cautious about giving his word unless a bargain is clearly in his favour. This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They feel these personal morals put them above unprincipled villains.

Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.
And you're telling me that that doesn't sound like an Evil Paladin?


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The champions of evil aren't lawful because being evil doesn't require any rules.
That's funny, because you just stated 10 of them.
Title: Re: Paladins falling
Post by: Lord Kain on September 17, 2005, 02:45:05 PM
I only said lawful EVIL can't have a STRICT code. A code of conduct and a strict code of condcut are not the same. One is strict the other is not strict

Lawful Evil characters exploit any loop hole, in a contract or there word that benfits them.

A Paladin doesn't look for loop holes in there code, such a thing would show a lack of faith and they would become fallen. For they aren't truly lawful good.

The code of a paladin is about helping others. Its grown from the basic behavior of being lawful good.

The base of lawful evil like all evil is self satisfaction. For thier own gain. You can't have an evil code thats not greedy. What kind of evil code isn't centered on yourself. I'm saying the code doesn't work when reveresed for evil characters.

The two closest things in D&D to an evil paladin are the Death Knights (undead) and Blackguards. Both of which are most powerful when they come from a fallen paladin.

Part of being a paladin is the challange of mainting the code. If the rest of the party is quite as good as he is. They might get upset they have to turn over hard earn treasure to the people because it was originally stolen form them.

There is little challange in maintaining the code of a lawful evil villian. Avoiding being an implusive evil villian and you've almost got it.

So there are no evil paladins and there never will be. The paladin title its self means good, they gain these powers because they sacrfice for thier code. Evil characters do not sacrfice any where near as easily. And when they do make a sacrfice they often expect to win out of it in the long run.


There is no champion warrior class of neutrality in any offical material i've read. Closest thing being a druid.
Paladins of helm must be lawful good, because all paladins are lawful good.
Helm is lawful neutral but he doesn't allow his clerics to be lawful evil, As lawful evil beings exploit the law for thier own ends and thus anger helm.
The only reason I see helm IS neutral as opposed to good is because he will stand and guard something for the greater balance. Such as how he barred the gods from returning to the outer plane and caused the death of several good deities as well as many evil. But he won't protect a tyrant trying to exploit the law for his own gain.

The evil paladin does exist under another name, but its more martial based and less divine then the paladin.

The definition of the word "paladin" is from a dictonary.

A paladin in most campaign settings doesn't even need to worship an exact deity.
Title: Re: Paladins falling
Post by: NiGHTMARE on September 17, 2005, 08:35:41 PM
Now that I think of it, the Sith are an excellent analogy to Evil Paladins.

Slight flaw in your argument: Sith aren't evil Jedi, and Jedi aren't good Sith.  They're two different groups of people with access to the same source of "magic", and even then they make use of different areas of it.  They might share some powers (speed, jumping, etc) but others are completely different; for example, whilst Jedi have the power to heal and play mind tricks, Sith can telekinetically choke people and throw lightning around.

Now an evil holy warrior who can kill from a distance and has an innate Lightning Bolt ability would be pretty cool, but he wouldn't be an evil paladin, he'd be an evil holy warrior.  I mean, a murderer isn't an evil hero, is he? And believe it or not, evil holy warriors do exist in pnp D&D, in various incarnations.
Title: Re: Paladins falling
Post by: Lord Kain on September 17, 2005, 08:50:44 PM
nightmare I ask you refer to holy as good and neutral divine and unholy as evil divine.
Title: Re: Paladins falling
Post by: SixOfSpades on September 18, 2005, 12:22:25 AM
Lawful Evil characters exploit any loop hole, in a contract or there word that benfits them.
True, for those characters who are merely Lawful Evil, as opposed to Evil Paladins. Allow me to illustrate the difference in 'strictness' of which you are so fond. Evil Paladins must follow all rules of being Lawful Evil, as well as the following:
1] They must honor and obey the rules of all Evil societies, in both letter and spirit, most importantly the laws of the sect of their own god.
2] They may never break their word to anyone. They may intentionally mislead only creatures who are known to be of Good alignment or serve a Good god. Outright lies are forbidden at all times.
3] They may not kill through means of stealth, trickery, traps, or poison.
4] Must work to gain the maximum advantage (to his god, lord, or society) out of any deal, stopping short of actual cheating or intentionally hiding pertinent information from other parties. The Paladin is under no obligation to reveal such information, however.
5] Must fight honorably whenever possible: One-on-one duels, preferably with the opponent allowed to choose between ranged and melee combat. The Paladin is, however, encouraged to deny any request for mercy, provided he was ever in any actual danger.
6] Must support and defend those in need, provided those in turn honestly pledge fealty to the Paladin's god, lord, or society.
7] May not accept anything suspected of being stolen, nor knowingly derive any benefit from any crime.
8] May never intentionally wrong a friend or ally unless a full and fair warning is issued well in advance.

How's that? Strict enough for you? Certain exceptions would be made for certain deities; for example, a Paladin of Loviator would certainly use poisons, as well as torture, with the justification that pain purifies the soul.

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The base of lawful evil like all evil is self satisfaction. For thier own gain. You can't have an evil code thats not greedy. What kind of evil code isn't centered on yourself. I'm saying the code doesn't work when reveresed for evil characters.
I'm hoping I just changed your opinion on that.

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There is no champion warrior class of neutrality in any offical material i've read. Closest thing being a druid.
Yeah, I'm also sensing a lack of motivation among most Neutral gods. A Paladin of Tempus makes a heck of a lot of sense (a lot more than someone like Branwen calling herself a "warrior priestess"), but what cause would they fight for? To destroy all efforts at achieving peace? Of course, this phenomenon is hardly unique to the Neutral gods--can you imagine a Paladin of Lliira?  :D  ("If you don't start having fun in the next 5 minutes, I'm shoving you into the dunk tank!")
But there are at least some Neutral gods that might have Paladins: A Paladin of Kelemvor might be like an Undead Hunter in reverse, patrolling cemeteries to ensure that the sleep of the dead is uninterrupted, whether from living or undead sources.

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Helm is lawful neutral but he doesn't allow his clerics to be lawful evil, As lawful evil beings exploit the law for thier own ends and thus anger helm.
I get the feeling that Evil Clerics of Helm would forgo all dishonest parts of their alignment in token of their faith. They could still be Evil, just work against the forces of Chaos.


Now an evil holy warrior who can kill from a distance and has an innate Lightning Bolt ability would be pretty cool, but he wouldn't be an evil paladin, he'd be an evil holy warrior.
What, precisely, would be the difference? If his non-martial skills are granted as blessings from his god, I fail to see any great distiction, so long as he used those divine powers in accordance with the laws of his deity--which indeed he would have to, if he wanted to keep them. There's no rule that says Sith Lightning can't be used to fry a guy trying to kill your friend, or that you can't use the Force Grip on a coward trying to flee from a duel.

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I mean, a murderer isn't an evil hero, is he?
No, but that's not a result of a person's abilities, rather a result of how he chooses to use them.

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And believe it or not, evil holy warriors do exist in pnp D&D, in various incarnations.
Good. All I'm asking is that those incarnations be made into something that is essentially an Evil counterpart to the standard Paladin, or at least allow existing Paladins to roleplay duties and alignments corresponding to other gods.
Title: Re: Paladins falling
Post by: Lord Kain on September 18, 2005, 01:54:04 AM
Six part of the base of your argument is that paladins are as devoted to gods as clerics. That is a false statement. the Forgottenrealms does alot of funky things with paladins they don't do in other settings.

The paladin IS NOT a champion of his deity, the chosen of {insert god name here} are the champions of a deity. The chosen of mystra are the champions of mystra, the chosen of bane are the champions of bane.

Paladins are champions of good. Some gods in faerun choose to sponser these champions of good and grant them thier divine power. Your base assumption is that a paladin is a champion of their god. But they aren't sometimes they are if the god is also good. But the class its self is the chamion of good.

A champion of a deity should really have thier own class (and in 3.0 they often do)
Such as The vassel of bahamaut is the champion of the god of good dragons. The Talon of Tiamat is the champion of the goddess of evil dragons.
They have thier own basic code of following the deity in question.
One book even has the Prestage class for champion of bhaal and he's dead.

The champion of Lovatar shouldn't be a blackguard it should be someone who's class is specialized in torture

On a final note, D&D was made to play heroes. The system and rules that govern it, are ment to support heroic characters. D&D books on evil campaigns only really came to light in 3.0


A few problems with your code for lawful evil characters.

1) They must honor and obey the rules of all Evil societies, in both letter and spirit, most importantly the laws of the sect of their own god.
Problem, lawful evil doesn't follow the spirit, they only follow the wording. Following the spirit of the law is for neutral or good beings. THE really fun in playing lawful evil, is breaking your word with out actually breaking it.

Line three has its problems
3) They may not kill through means of stealth, trickery, traps, or poison.
What kind of villian doesn't uses trickery? traps? or poison? the execption would be made for any evil god.

7) May not accept anything suspected of being stolen, nor derive any benefit from any crime.
Bane himself stole a tablet of fate, obviously lawful evil guys steal.

The problem with the strictness in a evil "paladin" version is, the code interferes with being evil.
Over all your code is somewhere in between lawful neutral and lawful evil.

The blackguard PrC in 3.0 is "essentially" the evil counter part to a paladin. They share some of the key powers but lack many of the others. You also can't become a blackguard tell Level 6. But a blackguard can be of any evil alignment. The most powerful blackguards in terms of supernatural ability come from
ex-paladins.

But the blackguard still lacks some nifty paladin powers, they get some of thier own nifty stull in return.

The blackguard its self has no code, they need only be evil. A blackguard who isn't pledged to an evil deity lilky gained his power through a demon or a devil. But the only "fallen" blackguard is the one who stops being evil.


P.S Kelemvor does have paladins, yes there purpose is to slay undead. But his paladins are still lawful good.

The champions of evil should be free to be as evil as they wish to be.

Oh an here is a nice picture of a blackguard.
(http://img1.yoxio.com/img/198216.jpg) (http://img1.yoxio.com/view/198216.htm)

Title: Re: Paladins falling
Post by: Borsook on September 18, 2005, 06:46:47 AM
There's no rule that says Sith Lightning can't be used to fry a guy trying to kill your friend, or that you can't use the Force Grip on a coward trying to flee from a duel.
First a normal jedi would not known how to do it. Sith were originally an alien race with knowledge of the force far surpassing any of the humans. The Jedi who possed this knowledge and were later on called the sith do not hand it around freely, setting aside computer game "interpretations". Also many Jedi (e.g. Yoda) consider such things a "misuse and abuse" of the force. So those things would be exlusively used by the sith, why they might use them for the reasons mentioned, they'd also use them for a hundred others. BTW sorry if I missed something this discussion gets mixed-up, if you're keen on evil "paladins" why don't you make such a kit and we'll see how it works?
Title: Re: Paladins falling
Post by: NiGHTMARE on September 18, 2005, 07:40:18 AM
What, precisely, would be the difference?
There would be more of a difference between an evil unholy warrior nd a paladin than there is between a paladin and a ranger.  If you're going to call the evil unholy warrior an "evil paladin", you might as well call a ranger a "nature loving paladin", refer to a mage as a "cleric with arcane spells", etc.
Title: Re: Paladins falling
Post by: Lord Kain on September 18, 2005, 08:45:00 AM
Thank you Nightmare
Title: Re: Paladins falling
Post by: SixOfSpades on September 18, 2005, 02:23:07 PM
Paladins are champions of good. .... But the class its self is the chamion of good. .... lawful evil doesn't follow the spirit, they only follow the wording. Following the spirit of the law is for neutral or good beings. .... What kind of villian doesn't uses trickery? traps? or poison? .... Bane himself stole a tablet of fate, obviously lawful evil guys steal.
Lord Kain. Will you PLEASE, just ONCE, try to accept that the very essence of making a mod involves a change to the game. I honestly do not care what your manuals say--all D&D references are actually nothing more than guidelines, subject to the DM's interpretation. I honestly do not care how many times you toot your little trumpet saying, "Paladins are Lawful Good! Paladins are Lawful Good!" I am not talking about what is. I am talking about what should be. Try to comprehend this:
I...am...suggesting...a...CHANGE.


With that bit of unpleasantness over, I shall now actually respond to your points.

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Six part of the base of your argument is that paladins are as devoted to gods as clerics. That is a false statement. the Forgottenrealms does alot of funky things with paladins they don't do in other settings.
My take on Paladins, of all alignments, is as follows: Like Clerics of their faith, they fervently pray to and zealously follow the teachings of their chosen god. If they perform actions displeasing to their god, or otherwise break or lose faith, their ability to cast spells and perform certain other feats is withdrawn from them. Unlike Clerics, however, Paladins swear a different set of oaths and are bound by a different set of restrictions: They are far more skilled in the arts of war, and can use a larger variety of weapons without offending their deity, but they can never become the true conduits of divine will that Clerics can be, and they must live up to a set of principles ordained by both their alignment and their god. These principles are often far stricter than even the most spartan lifestyle of any non-Paladin, and are designed to make the Paladin into a model member of society, and a credit to his religion, whatever society and religion those might be.

Cleric = holy priest. Paladin = holy warrior. Honestly, if you're going to argue that Evil gods can't have Paladins, you might as well go the whole way and say they can't have Clerics either. For that matter, I should point out that I've also never seen any plausible justification for why all Paladins must be Human.


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The paladin IS NOT a champion of his deity, the chosen of {insert god name here} are the champions of a deity.
I don't care what they're called--Evil Paladins, Dark Paladins, Vassals of Bahamut, Talons of Tiamat, Blackguards, Baneguards, Trueswords of Arvoreen, Sith--as long as they exist in-game, and function in a manner similar to existing Paladins, like I described above.


GENERIC EVIL PALADIN

Class: Paladin
Race: Human (for now)
Alignment: LE (perhaps NE as well, depending on the deity)

ADVANTAGES:
- Special Ability of Detect Good 1x/day per level
- Special Ability of Protection from Good 1x/day per level
- Gains access to the 3rd-level spell "Unholy Blight"
- May use weapons reserved for Evil Fighters and Paladins, such as Unholy Reavers
- No penalty for losing Virtue.

DISADVANTAGES:
- Does not gain ability to Detect Evil
- Does not gain ability of Protection from Evil
- Does not gain access to 3rd-level spell "Holy Smite"
- May not use weapons reserved for Good Paladins, such as Holy Avengers
- Turn Undead ability can Charm Undead instead of destroying them
- Will become a Fallen Paladin and lose all Paladin abilities if Virtue rises above 2


There's no rule that says Sith Lightning can't be used to fry a guy trying to kill your friend, or that you can't use the Force Grip on a coward trying to flee from a duel.
First a normal jedi would not known how to do it. Also many Jedi (e.g. Yoda) consider such things a "misuse and abuse" of the force. So those things would be exlusively used by the sith, why they might use them for the reasons mentioned, they'd also use them for a hundred others.
My point was that, while any person capable of using those skills could use them in an underhanded manner, an honorable Sith Lord would feel it his duty to use them in a fair and just way, such as to smite an enemy attacking someone who was unable to defend themselves. Jedi consider such things a perversion of the Force? Good Clerics won't cast Unholy Word.


There would be more of a difference between an evil unholy warrior nd a paladin than there is between a paladin and a ranger.  If you're going to call the evil unholy warrior an "evil paladin", you might as well call a ranger a "nature loving paladin", refer to a mage as a "cleric with arcane spells", etc.
I both agree and disagree. There is no similarity between a Mage and Cleric, they gain and cast their spells in completely different manners--though I can see how a Cleric (and, by extension, a Paladin) of Mystra would gain access to Wizard spells, which would appear on their Priest scroll.
I can, however, see how the entire Ranger class could be treated as Paladins of the nature-oriented gods, such as Silvanus, Eldath, Malar, etc. After all, Rangers cannot Dual-class to become a Thief or Mage--but they can become a Priest.
Title: Re: Paladins falling
Post by: Andyr on September 18, 2005, 03:21:48 PM
nightmare I ask you refer to holy as good and neutral divine and unholy as evil divine.

Why the lumping together of Good and Neutral?
Title: Re: Paladins falling
Post by: Lord Kain on September 18, 2005, 05:48:42 PM
Six the point YOU MISS, is that paladins gain these special powers because of special restrictions. IF you have both good and evil paladins. The restrictions are GONE. Doesn't matter if you have codes for various alignments. A player can gain the same kind of bonus no matter there alignment. They can just pick an evil paladin if they can't roleplay lawful good.

Its easy to play a cleric, you just pick the deity your able to follow. If you can't play lawful good character correctly you just pick a different deity. If you can just have a paladin for good or evil alignments. It becomes easy to roleplay a paladin. If you can't roleplay lawful good right, just be an evil one.

Anyone can be a cleric, or fighter or a wizard. Many can play a ranger, but not so many can roleplay the paladin correctly, they'd normally do something that would make a paladin fall. Now if your paladin can gain the same basic array of powers wether he is good or evil. You have a problem. The class is no longer special anyone can now play a paladin.

I don't like your supposed changed because I think it takes away from what makes a paladin special they are so rare because so few can live up to the code. Having options in your alignment makes them easier to play, less special.


Paladins have to be human for the save reason dwarves can't be wizards or elves can't be druids (half-elves can) Its a mechanic because they never gave humans racial bonus. Thus the restricted things from other races.


Aerie and Mazzy have a funny banter in ToB about how once long ago half-lings could only be theives (1st edition). But the gods changed this so now Halfings had more freedom in their class (2nd edition), so maybe one day half-lings could be paladins

Mazzy responds with. "And maybe will grow taller and thin, I doubt the gods are going to revamp the half-lings and come out with a third edition."

I will never support a change to reduce the status of a paladin to be just like anyother class.
The path of the paladin is supposed to be a long hard road. If you can just make up an evil paladin. The road isn't so hard. If you can't make it as an good paladin you can just take the easy road an be an evil one.


Why the lumping together of Good and Neutral?

Because  Netholy sounds really stupid, dark deities and there minnions are always refered to as unholy
Title: Re: Paladins falling
Post by: SixOfSpades on September 19, 2005, 02:34:32 AM
Six the point YOU MISS, is that paladins gain these special powers because of special restrictions.
While I obviously see the justice in this as far as game balance is concerned, it makes no roleplaying sense whatsoever. My character might have the "special restriction" of being lactose intolerant, but that doesn't mean he magically gains any "special powers" as a result.

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Doesn't matter if you have codes for various alignments. A player can gain the same kind of bonus no matter there alignment. They can just pick an evil paladin if they can't roleplay lawful good. If you can just have a paladin for good or evil alignments. It becomes easy to roleplay a paladin. If you can't roleplay lawful good right, just be an evil one. Many can play a ranger, but not so many can roleplay the paladin correctly, they'd normally do something that would make a paladin fall. Now if your paladin can gain the same basic array of powers wether he is good or evil. You have a problem. The class is no longer special anyone can now play a paladin. I don't like your supposed changed because I think it takes away from what makes a paladin special they are so rare because so few can live up to the code. Having options in your alignment makes them easier to play, less special.
Distilling all of that to find the germ of what I think you said, you seem to be objecting to the idea of an Evil Paladin doing whatever the heck he wants to, and never Falling. Which makes me wonder: Did you miss the part where I outlined the restrictions on roleplaying an Evil Paladin (which were a good deal more stringent than the guidelines of being merely Lawful Evil that you posted)? How about when I mentioned how an Evil Paladin would Fall if he performed any significant action solely out of the goodness of his heart? It's quite true that Virtue has nowhere near the complexity required to keep track of how different Virtue events would affect Paladins of different alignments (at least, not yet), but if this were a PnP game with a human DM, an Evil Paladin would be just as difficult to roleplay as any Good one.
Yes. Evil people CAN still be just as legal, aboveboard, and honorable as Good ones. Yes they can. The difference is in their motivations for doing so.

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Paladins have to be human for the save reason dwarves can't be wizards or elves can't be druids (half-elves can) Its a mechanic because they never gave humans racial bonus. Thus the restricted things from other races.
Once again you cling to the letter of the D&D sourcebooks, apparently with no regard for their spirit. You have already shown us that you can quote the rules in the manual--now perhaps you'd be so good as to justify them?
Certain race/class/alignment rules make perfect sense: It seems rather obvious why there are no Dwarven Druids, as Dwarves stereotypically prefer to spend the majority of their time in caverns and underground cities, which is hardly getting in touch with nature. But other rules make no sense whatsoever: Elves and Gnomes can both be Fighters, Thieves, and Mages, and Elves are the only race that can be all three at the same time....so why the hell are both races prevented from becoming Bards?!?
Title: Re: Paladins falling
Post by: Borsook on September 19, 2005, 06:31:33 AM
This discussion is still higly theoretical, again: SixOfSpades why don't you do that kit and we'll see how it works in practise?
Title: Re: Paladins falling
Post by: Lord Kain on September 19, 2005, 09:29:11 AM
You asked why only humans can be paladins and I answered, don't actually agree with race class restriction.

Distilling all of that to find the germ of what I think you said, you seem to be objecting to the idea of an Evil Paladin doing whatever the heck he wants to, and never Falling. Which makes me wonder: Did you miss the part where I outlined the restrictions on roleplaying an Evil Paladin (which were a good deal more stringent than the guidelines of being merely Lawful Evil that you posted)? How about when I mentioned how an Evil Paladin would Fall if he performed any significant action solely out of the goodness of his heart? It's quite true that Virtue has nowhere near the complexity required to keep track of how different Virtue events would affect Paladins of different alignments (at least, not yet), but if this were a PnP game with a human DM, an Evil Paladin would be just as difficult to roleplay as any Good one.
Yes. Evil people CAN still be just as legal, aboveboard, and honorable as Good ones. Yes they can. The difference is in their motivations for doing so.

Six you miss the spirit of lawful evil, the spirit of lawful evil is to follow the letter of the law, not the spirit. So your code is easy to get around.
Did you miss the part where I mentioned how your code doesn't quite work right? where I pointed some holes in it.
Paladins gain there divine power through there personal sacrifice. Evil doesn't make personal sacrifices, they sacrifice others.
The basic foruma for a code for evil paladins has some very basic flaws.
1# A code geared towards selfishness and not helping others is by default easier to follow. (an easy reason for helping others with out reward is so people think your a hero so you can exploit them later)
2# Part of being Lawful Evil is following the letter of the law, not the spirit. (its also the fun part) A code that forces them to follow the spirit does fit with being evil at all.
3# its easy to come up with selfish motiviation. If nothing else its to fool people into thinking your good. A smart evil rule to follow is. Spread your evil away from home. Help out at home so the heroes will have to go through the "devoted" peasents to get to you.
In baldur's gate thats what I do with my evil characters, get a high rep so people think he's all great, But have a low virtue because I'm NOT.



Yes. Evil people CAN still be just as legal, aboveboard, and honorable as Good ones. Yes they can. The difference is in their motivations for doing so.
[qoute]
The problem with the villains who are legal and above the board and honorable. IS they tend not to be slain by heroes but to be converted to the side of good.

Also I never agreed with the race class restrictions.
My first 3.0 character was a lawful good elven necromancer, just to see howmany 2nd edition rules I could break at once.
Title: Re: Paladins falling
Post by: Lord Kain on September 19, 2005, 10:15:50 AM
You asked why only humans can be paladins and I answered, don't actually agree with race class restriction.

Distilling all of that to find the germ of what I think you said, you seem to be objecting to the idea of an Evil Paladin doing whatever the heck he wants to, and never Falling. Which makes me wonder: Did you miss the part where I outlined the restrictions on roleplaying an Evil Paladin (which were a good deal more stringent than the guidelines of being merely Lawful Evil that you posted)? How about when I mentioned how an Evil Paladin would Fall if he performed any significant action solely out of the goodness of his heart? It's quite true that Virtue has nowhere near the complexity required to keep track of how different Virtue events would affect Paladins of different alignments (at least, not yet), but if this were a PnP game with a human DM, an Evil Paladin would be just as difficult to roleplay as any Good one.
Yes. Evil people CAN still be just as legal, aboveboard, and honorable as Good ones. Yes they can. The difference is in their motivations for doing so.

Six you miss the spirit of lawful evil, the spirit of lawful evil is to follow the letter of the law, not the spirit. So your code is easy to get around.
Did you miss the part where I mentioned how your code doesn't quite work right? where I pointed some holes in it.
Paladins gain there divine power through there personal sacrifice. Evil doesn't make personal sacrifices, they sacrifice others.
The basic foruma for a code for evil paladins has some very basic flaws.
1# A code geared towards selfishness and not helping others is by default easier to follow. (an easy reason for helping others with out reward is so people think your a hero so you can exploit them later)
2# Part of being Lawful Evil is following the letter of the law, not the spirit. (its also the fun part) A code that forces them to follow the spirit does fit with being evil at all.
3# its easy to come up with selfish motiviation. If nothing else its to fool people into thinking your good. A smart evil rule to follow is. Spread your evil away from home. Help out at home so the heroes will have to go through the "devoted" peasents to get to you.
In baldur's gate thats what I do with my evil characters, get a high rep so people think he's all great, But have a low virtue because I'm NOT.



Yes. Evil people CAN still be just as legal, aboveboard, and honorable as Good ones. Yes they can. The difference is in their motivations for doing so.
The problem with the villains who are legal and above the board and honorable. IS they tend not to be slain by heroes but to be converted to the side of good. Those type of characters have a to much good in them to be the evil "paladin"

Also I never agreed with the race class restrictions.
My first 3.0 character was a lawful good elven necromancer, just to see howmany 2nd edition rules I could break at once.

The code of the paladin is there to keep them on the path of rightiousness that is the roleplaying reason.
You don't need a code to keep you on the path of evil, your own selfish nature can take care of that. The code you lay out for evil paladins doesn't make sense for a champion of evil or being lawful evil.

Bane and Bhaal are both lawful evil but they still stole and profit from it.

Devils steal things and they are lawful evil incarnate.
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Title: Re: Paladins falling
Post by: SixOfSpades on September 19, 2005, 02:16:22 PM
This discussion is still higly theoretical, again: SixOfSpades why don't you do that kit and we'll see how it works in practise?
I did, up above. Just like an existing Paladin, but everything is swapped, alignment-wise: They must be Lawful Evil, they get Detect Good and Protection from Good instead of DEvil and ProtEvil, they cast Unholy Blight instead of Holy Smite, they can use Unholy Reavers instead of Holy Avengers, and where Good Paladins will Fall if they take a Virtue penalty, Evil Paladins will Fall if they take a Virtue gain. (A gain that takes them above a Virtue of 2, that is, since otherwise they would be unable to complete many major quests. Virtue gains not intrinsic to any quests, however, simply small acts of charity like saving the slaves in Ust Natha, would be instant Falls for an Evil Paladin.)
Of course, that's only a "Generic" Evil Paladin. A Paladin of a specific Evil god would have slight differences, catering to that god's portfolio, and perhaps the Paladin would be NE instead of LE, if the god was Chaotic enough.


You asked why only humans can be paladins and I answered, don't actually agree with race class restriction.
You didn't exactly answer my question, you simply restated the rule, which we are all already familiar with. But I'm glad to see you actually disagreeing with the rulebooks on something.

Six you miss the spirit of lawful evil, the spirit of lawful evil is to follow the letter of the law, not the spirit. So your code is easy to get around.
Not if properly enforced, whether by a savvy human DM, a version of Virtue that's engineered to cater for all types of Paladins, or the player himself.

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Did you miss the part where I mentioned how your code doesn't quite work right? where I pointed some holes in it.
No, I didn't miss it, I simply disregarded it because you obviously weren't listening to what I was saying, and therefore your analysis was faulty. For instance, when you said,
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Problem, lawful evil doesn't follow the spirit, they only follow the wording. Following the spirit of the law is for neutral or good beings. THE really fun in playing lawful evil, is breaking your word with out actually breaking it,
that meant that you saw fit to ignore the part where I stated how an Evil Paladin "must honor and obey the rules of all Evil societies, in both letter and spirit, most importantly the laws of the sect of their own god. They may never break their word to anyone. They may intentionally mislead only creatures who are known to be of Good alignment or serve a Good god."
I am AWARE that beings who are merely Lawful Evil will twist the meaning of a law in order to wring the most benefit for themselves, or even for the sheer joy of tricking the other person into thinking that he's safe. I UNDERSTAND that ordinary Lawful Evil beings will stab you in the back if they are legally allowed to do so. But you seem strangely resistant to the idea that Evil Paladins have their own code to follow, which is on top of, in addition to, and takes precedence over, all rules of roleplaying a standard Lawful Evil creature. Don't tell me that Lawful Evil beings like Devils and Djinni will twist my words against me, or steal the Tablets of Fate, or whatnot. Those beings are not Evil Paladins, and therefore there are many things that they would be willing to do, which an Evil Paladin would not.

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Paladins gain there divine power through there personal sacrifice. Evil doesn't make personal sacrifices, they sacrifice others.
There you go again with the "I give up this thing, therefore I'm magically entitled to something in return" spiel. Maybe one day you'll explain it. It is likely that Paladins' divine powers are granted because they are so devoted to their deity that they intentionally show they are willing to endure suffering in their god's service--but if that's the reason, you have so far failed to mention it. And if it is the reason, there's nothing at all in there about how the Paladin must be Good--a Paladin of Loviator, flagellating himself to demonstrate his zeal, would fit the rationale perfectly.
But you know, I'm not sure that's the reason at all: Self-sacrifice is quite in the interests of gods like Ilmater, of course, but gods such as Lathander would most likely find the concept....a bit repellent, actually, and Lathander and Ilmater are both among Torm's and Tyr's closest allies. In my opinion, Lathander would be most likely to grant Paladin powers to those devotees who balance the positive aspects of being a midwife and running a gymnasium or youth center, with the negative aspects of zealously hunting down those who harm or enslave children, and Undead and all other perversions of the life cycle. If, indeed, people are elevated to Paladin status by their gods because of services rendered that are especially pleasing to that god, then certain responsibilities classic to canon Paladins (such as selflessly aiding the unfortunate) might not come into play at all for Paladins of different faiths. Instead, those Paladins might be expected to perform other services--for instance, a Paladin of Bane might cater to his god's realm of tyranny by acting as a tax collector, exacting tribute (brutally, when necessary) from all citizens and delivering that, along with his own tithe, to his lord and/or church.

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its easy to come up with selfish motiviation. If nothing else its to fool people into thinking your good.
This is very true. It's not as if people needed any more reasons to roleplay Neutral Evil. Appropriate safeguards must in place to keep Evil Paladins from pretending to be Good. (Although they would still take the Fallen Paladins quest.)

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The problem with the villains who are legal and above the board and honorable. IS they tend not to be slain by heroes but to be converted to the side of good.
More like "converted to the side of neutrality, usually because they can see which way the wind is blowing by that time, since the good guys win in most stories anyway." And even if that were true, is that any reason that they shouldn't have existed in the first place? To go back to using Darth Vader as an example, yes, in his final moments he turned a little Chaotic by killing the Emperor (even though I hear it's expected of the Sith to try to kill their masters). Yes, in his final moments he turned a little Good by not allowing the Emperor to kill Luke. Yes, it is likely that he would not have done these things if Luke had not urged him to abandon the Dark Side of the Force. But are those reasons enough to argue that Vader shouldn't have existed at all? Besides, he didn't actually turn Good; his motivation was that of family, which is actually very Neutral. And it's been a long time since I've seen it, but if I recall correctly, Vader never mentioned any intention of turning his back on the Empire; he might simply have saved Luke so that they, as Vader had offered before, could "rule this Galaxy as father and son." That's hardly a return to Good.
Title: Re: Paladins falling
Post by: NiGHTMARE on September 19, 2005, 04:49:06 PM
that meant that you saw fit to ignore the part where I stated how an Evil Paladin "must honor and obey the rules of all Evil societies, in both letter and spirit, most importantly the laws of the sect of their own god. They may never break their word to anyone. They may intentionally mislead only creatures who are known to be of Good alignment or serve a Good god."

The big problem with this is that while paladins are supposed to be even more LG than other LG characters, your proposed unholy warriors would be *less* LE than other LE characters.
Title: Re: Paladins falling
Post by: SixOfSpades on September 19, 2005, 05:32:32 PM
The big problem with this is that while paladins are supposed to be even more LG than other LG characters, your proposed unholy warriors would be *less* LE than other LE characters.
Really? Damn, that's precisely what I was trying to avoid. Can you give a more precise example, and/or constructive suggestions?
Title: Re: Paladins falling
Post by: Lord Kain on September 19, 2005, 06:07:56 PM
Nightmare makes my point, Your code interferes with being evil and selfish. The code of a paladin is ment to keep them on the path of good.

Your evil paladin code doesn't help them on the path of evil just law.
A good paladins code is ment to keep them on the path of good.


Nearly everyone on Faerun is devoted to a god of somekind. (as the fate of the faithless is hmm cruel)
We also disagree on how closly a paladin is tied to thier god. Your saying they are just as tied to the gods as clerics.
I'm saying there not.
If you reduce a paladin to a simple geshant of fighter and cleric. It becomes easy to play. Just pick a god thats easy for you to roleplay under.


Finally the paladin is goods final weapon againts evil.
Now I'm going to to a little compare of the paladin and the PrC the blackguard.


The blackguard has evil versions of many of the paladins good abilites. However a blackguard is not immune to disease or fear like a normal paladin. They can't use lay on hands, unless they are also a fallen paladin in which case there's is self only.
A blackguard can use posion with out risk of posioning themself, they can also do some bonus sneak attack damage like a rouge but no where near as good. There spellcasting is also a bit below a paladin's level.

But a blackguard has no code and can be any evil alignment.

So the evil paladin or blackguard, shouldn't a code or be restricted as a normal paladin. But they should be slightly less powerful
Now 2nd doesn't have the multiclassing or PrC of 3.0 so lets see what we can do, the anti-paladin shouldn't be quite as powerful as the Good one, because they should be free to be evil in any fashion.

A major problem for the kit in baldur's gate is coding issues trying to maintain the seperate fallen coding for the standard paladin and the evil kit. Other people who've attempted the anti-paladin made it a fighter kit, with a must be human and evil resitriction.


Class: Fighter kit Blackguard
Race: Human (for now)
Alignment: Any Evil
ADVANTAGES:
- Special Ability of Detect Good 1x/day per level
- Special Ability of Protection from Good 1x/day per level
- Can cast the 3rd-level spell "Unholy Blight" 1xday per four levels
- Can cast invisbilty 1x/day
- Can backstab for x2 damage at level 15.
- May use weapons reserved for Evil Fighters and Paladins, such as Unholy Reavers
- No penalty for losing Virtue.
DISADVANTAGES:
- Does not gain ability to Detect Evil
- Does not gain ability of Protection from Evil
- Can not turn undead or cast spells beyond the ones granted above.
- Can not lay on hands.
- May not use weapons reserved for Good Paladins, such as Holy Avengers
- Turn Undead ability can Charm Undead instead of destroying them
- Will lose status if Virtue rises above 6.


Honestly I was quite sure we were talking about the nature of paladins in D&D in general, not just in BG terms.



1] They must honor and obey the rules of all Evil societies, in both letter and spirit, most importantly the laws of the sect of their own god.

This still runs counter to being lawful evil. Lawful evil societies still only respect the letter of the law. There is no spirit of the law in a lawful evil societiy.

2] They may never break their word to anyone. They may intentionally mislead only creatures who are known to be of Good alignment or serve a Good god. Outright lies are forbidden at all times.
This is actually quite nice, It would force a player to keep being clever, (never actually giving his word or leaving a gaping loop hole in the contract)

3] They may not kill through means of stealth, trickery, traps, or poison.
Evil loves stealth, trickery, traps and poison. The champion of evil should use all of these things.

4] Must work to gain the maximum advantage (to his god, lord, or society) out of any deal, stopping short of actual cheating or intentionally hiding pertinent information from other parties. The Paladin is under no obligation to reveal such information, however.
This is a more Lawful Neutral guide line. The lawful evil villian is supposed to cheat the other parties in the deal.

5] Must fight honorably whenever possible: One-on-one duels, preferably with the opponent allowed to choose between ranged and melee combat. The Paladin is, however, encouraged to deny any request for mercy, provided he was ever in any actual danger.

The evil paladin should use any tactic they see fit. Some might be "honorible" and like the 1 on 1 duel. Especially as the dark paladin would be facing several heroes at once.

6] Must support and defend those in need, provided those in turn honestly pledge fealty to the Paladin's god, lord, or society.
You need to add or pay him a great deal.

7] May not accept anything suspected of being stolen, nor knowingly derive any benefit from any crime.
Lawful evil guys steal, lawful evil socities steal, Evil steals alot. The lawful evil villian just shouldn't get caught

8] May never intentionally wrong a friend or ally unless a full and fair warning is issued well in advance.
Define "advance"


Title: Re: Paladins falling
Post by: NiGHTMARE on September 19, 2005, 09:38:14 PM
Lord Kain pretty much answered the question for me.  The code of conduct you presented certainly makes these guys more Lawful than your typical LE character, but it's the Good/Evil axis which is the problem.  They seem almost halfway between LE and LN.
Title: Re: Paladins falling
Post by: Borsook on September 20, 2005, 02:31:54 AM
@SixOfSpades, sorry I missed your kit description before. What about healing spells? What about lay-on-hands? I think it needs more "distinguishing".
Title: Re: Paladins falling
Post by: SixOfSpades on September 20, 2005, 04:00:43 AM
Lord Kain pretty much answered the question for me.  The code of conduct you presented certainly makes these guys more Lawful than your typical LE character, but it's the Good/Evil axis which is the problem.  They seem almost halfway between LE and LN.
Okay--my dilemma is that for every step I take in trying to make them really, really strict and non-Chaotic, that reads as a step toward Neutrality. Let me demonstrate.

Quote from: Lord Kain
Quote from: SixOfSpades
1] They must honor and obey the rules of all Evil societies, in both letter and spirit, most importantly the laws of the sect of their own god.
This still runs counter to being lawful evil. Lawful evil societies still only respect the letter of the law. There is no spirit of the law in a lawful evil societiy.
No spirit of the law at all? I have little to no knowledge of countries like Thay, but even so, I find that rather difficult to believe. If your superior gives you an order (e.g., "Go kill this person"), it's in your best interest to do not just what he said, but also what he meant ("Go kill this person, today, as opposed to next week or whenever you feel like it"), even if only to avoid the whuppin' that you would get when he found out that you didn't do what you knew damn well he wanted you to do.
So, true, this character restriction is more Lawful than Evil, but I honestly think that the way it caters to the laws of Evil societies should be Evil enough. How would you feel if the Evil Paladin only jumped to obey the wishes of his own church, and nobody else?

Quote from: Lord Kain
Quote from: SixOfSpades
2] They may never break their word to anyone. They may intentionally mislead only creatures who are known to be of Good alignment or serve a Good god. Outright lies are forbidden at all times.
This is actually quite nice, It would force a player to keep being clever, (never actually giving his word or leaving a gaping loop hole in the contract)
This restriction is so like #1 (one deals with laws stated by the Paladin himself, the other with laws of a society, with the same bias toward Evil and against Good) that I find it puzzling that you should like one but not the other.

Quote from: Lord Kain
Quote from: SixOfSpades
3] They may not kill through means of stealth, trickery, traps, or poison.
Evil loves stealth, trickery, traps and poison. The champion of evil should use all of these things.
The Poison I can see as an issue mostly relevant to the Good-Evil axis, but the idea of essentially lying to your enemy strikes me more as a Law-Chaos thing. I'm open to being convinced, however. I should also point out that from the very beginning, the wording I chose is that Evil Paladins may not kill using these tactics.

Quote from: Lord Kain
Quote from: SixOfSpades
4] Must work to gain the maximum advantage (to his god, lord, or society) out of any deal, stopping short of actual cheating or intentionally hiding pertinent information from other parties. The Paladin is under no obligation to reveal such information, however.
This is a more Lawful Neutral guide line. The lawful evil villian is supposed to cheat the other parties in the deal.
Would it help if I included an 'Evil over Good' bias in here as well, similar to #1 and #2?

Quote from: Lord Kain
Quote from: SixOfSpades
5] Must fight honorably whenever possible: One-on-one duels, preferably with the opponent allowed to choose between ranged and melee combat. The Paladin is, however, encouraged to deny any request for mercy, provided he was ever in any actual danger.
The evil paladin should use any tactic they see fit. Some might be "honorible" and like the 1 on 1 duel. Especially as the dark paladin would be facing several heroes at once.
Since the only Evil part of this rule is not allowing the enemy to surrender, yeah, I can see how this is too oriented toward Law as opposed to Evil. Maybe if he was only required to fight in single combat if requested or challenged to do so, or if the enemy was known to be non-Good in alignment, or something. Or maybe the Evil Paladin could be urged to challenge the enemy leader to single combat at all times--but is not allowed to discourage his companions from turning invisible and Backstabbing the other guy in the middle of the duel.
Or maybe this one should be abandoned altogether.

Quote from: Lord Kain
Quote from: SixOfSpades
6] Must support and defend those in need, provided those in turn honestly pledge fealty to the Paladin's god, lord, or society.
You need to add or pay him a great deal.
Good call.

Quote from: Lord Kain
Quote from: SixOfSpades
7] May not accept anything suspected of being stolen, nor knowingly derive any benefit from any crime.
Lawful evil guys steal, lawful evil socities steal, Evil steals alot. The lawful evil villian just shouldn't get caught
Again, I'm seeing crime more as a factor on the Law-Chaos axis than Good-Evil. How about "all items or wealth suspected of being stolen must immediately be donated to the Paladin's church?"

Quote from: Lord Kain
Quote from: SixOfSpades
8] May never intentionally wrong a friend or ally unless a full and fair warning is issued well in advance.
Define "advance"
"I'll agree to go to this girl's castle with you and check out the odds, but if you allow said castle to end up in the hands of anybody as concerned with the "poor and unfortunate" as that hopelessly misguided bit of skirt, I swear I'll run you through, whether we're members of the same party or not."

Your evil paladin code doesn't help them on the path of evil just law.
A good paladins code is ment to keep them on the path of good.
Okay. Feel free to make suggestions to change the code to make it more Evil.

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Nearly everyone on Faerun is devoted to a god of somekind. We also disagree on how closly a paladin is tied to thier god. Your saying they are just as tied to the gods as clerics. I'm saying there not.
By that, I'm assuming that you mean, their devotion to their god is less than a Cleric's. That's clear enough; a Cleric gets 7 levels of spells with 9+ spellslots per level, while a Paladin only gets 4 levels and 3 spellslots of each. That's the tradeoff that the Paladin makes to get Warrior combat stats. Or, to put it differently, Paladins are just as devoted as Clerics, just in another way: Clerics strive to understand their god and let him act through them, while Paladins are content to serve their god and act as his enforcers.

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If you reduce a paladin to a simple geshant of fighter and cleric. It becomes easy to play. Just pick a god thats easy for you to roleplay under.
I'm assuming "geshant" means "combination." I should point out that where certain overpowered Paladin-specific items are not concerned, a Fighter/Cleric is more powerful than a Paladin any day of the week. That's why I think introducing Evil Paladins is a great way to encourage more roleplay, instead of just forcing players to make Evil Fighter/Clerics. What's wrong with choosing a god that fits your style, such as Tymora? Whether or not it's easy to play is a matter caused by an individual kit, not whether there can be Paladins of Evil gods in the first place.

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The blackguard has evil versions of many of the paladins good abilites. However a blackguard is not immune to disease or fear like a normal paladin. They can't use lay on hands, unless they are also a fallen paladin in which case there's is self only.
All of this would work quite well for an Evil Paladin. I'm tempted to say they should get some other kind of immunity to compensate for not being immune to disease, but it happens so rarely in-game that it's about as useful as being immune to Intoxication. In place of Lay On Hands, they should get a variation of Vampiric Touch: A touch-range spell that saps 1 hitpoint per Paladin's level, and adds it to the Paladin's hp.
Borsook: How's that? As for healing spells, Evil people bleed too. Healing is too basic a need to have it dependent on alignment.

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A blackguard can use posion with out risk of posioning themself, they can also do some bonus sneak attack damage like a rouge but no where near as good. There spellcasting is also a bit below a paladin's level. .... But a blackguard has no code and can be any evil alignment.
See, that's what I don't want: Evil Paladins should have a very sharply defined code and should be 1 step more Lawful than their god. Including Blackguards is fine, but Evil Paladins should be an option as well.

As for how these traits would work with an Evil Paladin, I don't think he would condone using Stealth or illusions to the degree that he would actually Backstab someone himself, nor do I think his spellcasting abilities should suffer simply because he's Evil. I also don't see how this detail about Poison would be that relevant.

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the anti-paladin shouldn't be quite as powerful as the Good one, because they should be free to be evil in any fashion.
Again I must insist that I really don't want the overall power to be a function of alignment. Surely this would be better handled by increasing the Evil Paladin's roleplaying restrictions, as opposed to taking away his abilities.

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A major problem for the kit in baldur's gate is coding issues trying to maintain the seperate fallen coding for the standard paladin and the evil kit. Other people who've attempted the anti-paladin made it a fighter kit, with a must be human and evil resitriction.
If the engine simply cannot handle a Paladin that Falls at high values of Rep/Virtue instead of low ones, that indeed would be a problem. But if so, I feel confident that someone like SimDing0 or Andyr or Ghreyfain would have mentioned it by now. Personally, I consider Weimer's Anti-Paladin kit to be more of a bad joke than anything meant to be taken seriously--or, god forbid, used as a positive example.

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Class: Fighter kit Blackguard
Race: Human (for now)
Alignment: Any Evil
ADVANTAGES:
- Special Ability of Detect Good 1x/day per level
- Special Ability of Protection from Good 1x/day per level
- Can cast the 3rd-level spell "Unholy Blight" 1xday per four levels
- Can cast invisbilty 1x/day
- Can backstab for x2 damage at level 15.
- May use weapons reserved for Evil Fighters and Paladins, such as Unholy Reavers
- No penalty for losing Virtue.
DISADVANTAGES:
- Does not gain ability to Detect Evil
- Does not gain ability of Protection from Evil
- Can not turn undead or cast spells beyond the ones granted above.
- Can not lay on hands.
- May not use weapons reserved for Good Paladins, such as Holy Avengers
- Turn Undead ability can Charm Undead instead of destroying them
- Will lose status if Virtue rises above 6.
Unfortunately, while your intentions were good, your design for a Blackguard kit shares many of the same errors that Weimer built into the Anti-Paladin: Your Disadvantages section merely states that the Blackguard is denied a whole bunch of things that Fighters do not get anyway. So, essentially, they suffer the "limitations" of being Evil and having to stay that way, and in return they get to cast Detect Good, Protection from Good, Unholy Blight, and Invisibility, and they can Turn Undead and Backstab--in full armor, too. You can just imagine how munchkin a high-level Blackguard->Mage would be. That's why I strongly prefer that Evil Paladins be based off the Paladin class: Gains levels slowly, weapon specialization capped at 2 stars, Turn Undead, an alignment-specific assortment of Cleric spells, the inability to Dual-class. [ADD:] Oh, and the -2 bonus to Saving Throws. [/ADD]

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Honestly I was quite sure we were talking about the nature of paladins in D&D in general, not just in BG terms.
Each influences the other, to my mind. After all, ideally the only difference between the two is that one is played on a tabletop, and the other is played on a desktop. :)
Title: Re: Paladins falling
Post by: Borsook on September 20, 2005, 07:11:05 AM
E.g. in 3e good clerics can convert spells to healing evil ones to wounding ones. Substitution of healing spells by wounding ones would to my mind fit better an Evil paladin, who after all is a warrior.
Also lay-on-hands is granted paladin by his god, it's a sign of the paladin being "chosen". This doesn't suit evil counterpart at all, either he should be deprived of it or it should be substituted by something else.
Title: Re: Paladins falling
Post by: Lord Kain on September 20, 2005, 11:32:26 AM
You still don't address the issue that its much easier to be evil then to be good.

Being selfless and pure of heart should grant more reward then being selfish and taint of heart. Powers granted to paladins are a result of being selfless and pure. The "evil paladins" arent quite equal because evil is always selfish. And being selfless should grant rewards denied to those who are being selfish.

In essense, good is supposed to be superior to evil. Evils greatest victories in D&D have always been againts another evil.

Helm grants paladin powers because he knows his paladin's will be protectors and guardians. And that as evil exploits the law far more then good.

Kelmvor grants powers to paladins because he knows that, they can slay many undead and that it is evil who  most commonly creates undead. And it is evil who does the most damage to the balance of death.


But evil gods won't grant powers to a one who has a code out side thier dogma. They are far selfish for that.

Also evil doesn't get to have all the nice things good does. The reward for being evil is quicker path to power because you step on others to reach the top. There should be a greater reward for those willing to devote themselves to others.

Faerun is the only world where a paladin must have a parton deity.

The paladin is the champion of good, he's only lawful because his strict code is ment to keep him on the path of good.


The champion of evil doesn't need a code of conduct to keep them on the path of evil. Being greedy, power hungry and otherwise selfish should be good enougth to maintain the path of darkness.

The "dark paladin" shouldn't have the same messure of power as the good one, they make up for it in the under handed tactics they can employ that a paladin can not. But the dark paladin is defeated because there underhanded tactics aren't enougth overcome the paladin's strength of heart.

Playing an evil character can be fun and all, but playing the hero should have rewards that being evil can't have.
Title: Re: Paladins falling
Post by: Andyr on September 20, 2005, 12:31:58 PM
Being selfless and pure of heart should grant more reward then being selfish and taint of heart.

...

Also evil doesn't get to have all the nice things good does. The reward for being evil is quicker path to power because you step on others to reach the top. There should be a greater reward for those willing to devote themselves to others.

I don't think so. The truly good should work without demanding reward. There is no reason there has to be some 'payback' for their harder work (if, indeed, it is harder).

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In essense, good is supposed to be superior to evil. Evils greatest victories in D&D have always been againts another evil.

Why 'supposed'? If you look at the Forgotten Realms and its characters, the Evil ones tend to be more powerful than the Good ones. When Evil loses, it is because it stands along while Good organisations will work together. Evil battling with itself in no way diminishes the power of Evil or makes Good 'superior'.

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But evil gods won't grant powers to a one who has a code out side thier dogma. They are far selfish for that.

Good deities wouldn't grant powers to those counter to their dogma, either. And actually, thinking about it, two of Mask's Chosen pretty anti-religion (and deliberately only paid the deities lip service) at the time Mask appointed them.

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Playing an evil character can be fun and all, but playing the hero should have rewards that being evil can't have.

Why?
Title: Re: Paladins falling
Post by: SixOfSpades on September 20, 2005, 01:16:06 PM
E.g. in 3e good clerics can convert spells to healing evil ones to wounding ones. Substitution of healing spells by wounding ones would to my mind fit better an Evil paladin, who after all is a warrior.
Also lay-on-hands is granted paladin by his god, it's a sign of the paladin being "chosen". This doesn't suit evil counterpart at all, either he should be deprived of it or it should be substituted by something else.
I did substitute something else: A version of Vampiric Touch. It heals only half as much damage as Lay On Hands does (and heals only the Paladin), but it also does that much damage to a target creature. I'll call it Blood Siphon or something.
I'd rather not see Evil Clerics and Paladins be restricted to the Cause X Wounds, thank you. A Paladin isn't going to waste a spellslot on that when he can do the same amount of damage just by whackin' the enemy with a sword.


You still don't address the issue that its much easier to be evil then to be good.
If your only goal is to kill every creature and collect every item, then yes, it's laughably easy to be Chaotic Evil. But if proper restrictions are put in place, to ensure that accepting a Good quest (such as saving Imnesvale) without an appropriately Evil reason (and, to my knowledge, there isn't one) will cause an Evil Paladin to Fall, then that ceases to be a problem. Can there be an Evil reason to kill the Shadow Dragon? I strongly doubt it. Therefore an Evil Paladin would have to Fall if he wants the Crom Faeyr. Etc.

[ADD:] Unless a path is implemented where the PC can deliver Mazzy to the Shade Lord with the intention of helping him make her become his next consort. To prove his worth to the Shade Lord, the PC must then return to Imnesvale and do something like killing every single person. Once this is done, the Shade Lord could command Thaxll'ssillyia to hand over the Crom Faeyr scroll, and maybe even a few of her scales. I don't think an Evil Paladin would have a moral issue with any of this, except maybe the part about killing defenseless children.[/ADD]

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Being selfless and pure of heart should grant more reward then being selfish and taint of heart. And being selfless should grant rewards denied to those who are being selfish. In essense, good is supposed to be superior to evil. Also evil doesn't get to have all the nice things good does. There should be a greater reward for those willing to devote themselves to others. The "dark paladin" shouldn't have the same messure of power as the good one, they make up for it in the under handed tactics they can employ that a paladin can not. Playing an evil character can be fun and all, but playing the hero should have rewards that being evil can't have.
Oh really. Where is all that written?  ::)

As you mentioned earlier, D&D was originally created from a very one-dimensional perspective as far as alignment and motivation were concerned: Good adventurers banding together to go hunt and kill Evil monsters. That was pretty much the entire scope of the game. I don't know if that was because Gygax didn't want the bad press ("This game is deliberately encouraging our children to be evil!"), or because he didn't think it would catch on, or because he just didn't think of it at all. But I believe it's from this original bias toward Good that Paladins became these sanctimonious paragons of Judeo-Christian virtues, because the designers simply didn't consider that different people have different morals. I'd like to correct that oversight.

After all, you have yet to conjure up a plausible argument on why Evil gods wouldn't be just as willing and able to confer alignment-appropriate Paladin powers to their followers as Good gods would. As long as clear roleplaying restrictions are enforced for Paladins of all alignments, I don't see why you should have a problem--unless you choose to cling to the Good-centered morality of rulebooks that were abandoned long ago.
Title: Re: Paladins falling
Post by: Lord Kain on September 20, 2005, 02:15:34 PM
If your only goal is to kill every creature and collect every item, then yes, it's laughably easy to be Chaotic Evil. But if proper restrictions are put in place, to ensure that accepting a Good quest (such as saving Imnesvale) without an appropriately Evil reason (and, to my knowledge, there isn't one) will cause an Evil Paladin to Fall, then that ceases to be a problem. Can there be an Evil reason to kill the Shadow Dragon? I strongly doubt it. Therefore an Evil Paladin would have to Fall if he wants the Crom Faeyr. Etc.

Evil reason to slay shadow dragon——— I want the treasure, evil reason to save the village———— I want the reward, so I can go to spellhold and kill Irenicus

Being evil is easier, there are plently of reasons for one evil guy to stab another evil guy.

[qoute]
Being selfless and pure of heart should grant more reward then being selfish and taint of heart. And being selfless should grant rewards denied to those who are being selfish. In essense, good is supposed to be superior to evil. Also evil doesn't get to have all the nice things good does. There should be a greater reward for those willing to devote themselves to others. The "dark paladin" shouldn't have the same messure of power as the good one, they make up for it in the under handed tactics they can employ that a paladin can not. Playing an evil character can be fun and all, but playing the hero should have rewards that being evil can't have.
[/qoute]

Oh really. Where is all that written? 

OH so you want me to back up everything I say with stuff from rule books. I thought you wanted roleplaying reasons.

[qoute]
After all, you have yet to conjure up a plausible argument on why Evil gods wouldn't be just as willing and able to confer alignment-appropriate Paladin powers to their followers as Good gods would. As long as clear roleplaying restrictions are enforced for Paladins of all alignments, I don't see why you should have a problem--unless you choose to cling to the Good-centered morality of rulebooks that were abandoned long ago.
[/qoute]

I've givin you roleplaying reasons, you just ignored them or assumed i lifted them out of a rulebook because its a restriction.
The good centered morality was never abandoned it still says why being such and such evil alignment is the worst you can be.
A Paladin's power is more then granted by a deity, their purity and virtue is also a source.

I once again repeat it is easier to be evil, there can always be found a selfish motivation. The really smart lawful evil villian won't cause trouble in his own back yard. When the heroes stop your evil plot having a haven you can return to where the peasents won't rat you out because they think your a hero is qutie usefull.

My evil characters can always find an evil motivation for things. Why free the slaves, well it obvious why a good person does but why evil? well he doesn't profit form these slavers and he could profit from there death, they have gold and equipment to sell. Best of all you might be rewarded for killing them because you took out an ilegal organization.

So there can always be a selfish motivation in an action.
A good paladin will fall if he willingly does evil in the name of good, we can all agree on that. (I hope)

A reverse of that is an evil a paladin will fall lf he does good in the name of evil. Problem as evil is still selfish, a selfish person still may perform good actions for selfish reasons. Thus I say a reverse of the code is not possible. I say it is unrealistic to tray and create a working code for an evil paladin.

So an evil paladin should not have a code and be allowed to be any evil alignment. Thus they gain slightly less powers.
Title: Re: Paladins falling
Post by: SixOfSpades on September 20, 2005, 11:01:44 PM
Evil reason to slay shadow dragon——— I want the treasure, evil reason to save the village———— I want the reward, so I can go to spellhold and kill Irenicus
Being evil is easier, there are plently of reasons for one evil guy to stab another evil guy.
I am perfectly willing to be patient and understanding with you, since it's pretty evident that English isn't your first language. But what you just described is a Neutral Evil action, the essence of greed. Roleplayed properly, a Lawful Evil character wouldn't kill the Dragon (they might kill the Shade Lord, but not the Dragon), and an Evil Paladin wouldn't even take the quest in the first place. Do not attempt to stretch the statement of "It's easy to roleplay Neutral Evil or Chaotic Evil" into "It's easy to roleplay an Evil Paladin." You don't see me pretending that existing Paladins are played just like your average Chaotic Good, do you?

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Oh really. Where is all that written?
OH so you want me to back up everything I say with stuff from rule books. I thought you wanted roleplaying reasons.
Sorry, I was being facetious. What I meant was, "Oh really. Since when has Ao been looking down from the heavens and giving all the high stats, powerful spells, and neat items only to people of Good alignment? I must have missed the part of every class's description that clearly states that being Evil only awards you half the Experience Points from every kill. Not to mention this inviolable rule that 'Good is supposed to be superior to Evil.' I must have been asleep or something when Ao announced that."

Now, it is true that there are situations where roleplaying Good is more rewarding than roleplaying Evil; the best examples of which are Adalon and the Lesser Demon Lord. But don't be fooled into thinking that BioWare's doings are sacrosanct by any means; after all, this is the same company that thought it was a good idea to slip The Vampire's Revenge in as an easter egg. The inequality in the EXP rewards from those two situations have repeatedly been criticized, and rightly so: If the party went through almost exactly the same steps and "learned" almost exactly the same things, they should gain almost exactly the same amount of experience as a result.

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I've givin you roleplaying reasons, you just ignored them or assumed i lifted them out of a rulebook because its a restriction.
Not really, you just keep saying "No Paladin will ever be anything but Lawful Good" with little to no plausible justification, then you move on to "Evil people always do whatever they want," repeatedly ignoring my statements that Evil Paladins have standards of behavior far stricter than even the most Lawful Evil, and then you claim that "A Paladin's power derives from the sacrifices that they make," as if that made any real sense.

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A Paladin's power is more then granted by a deity, their purity and virtue is also a source.
Case in point. Lord Kain, will you please define the concept of "virtue" for me? Chances are, every attribute you name will have positive connotation to people of Good alignment....and therefore will have a counterpart that will be positive to those of Evil alignment, which means Evil Paladins would have their own interpretation of the idea of "virtue" that is every bit as valid as yours. Can you honestly think that Evil societies don't have morals? No protocols, no standards of acceptable and unacceptable acts? That's as narrowminded as Christians believing that Muslims are just godless brutes, who care for nothing other than sitting in their tents, counting their camels, beating their women and killing infidels.

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My evil characters can always find an evil motivation for things. Why free the slaves, well it obvious why a good person does but why evil? well he doesn't profit form these slavers and he could profit from there death, they have gold and equipment to sell. Best of all you might be rewarded for killing them because you took out an ilegal organization.
Yeah--and a Paladin can easily take out the Order of the Radiant Heart, and then go stand outside to wait for the Zhentarim to come and give him a big reward for doing so. And wait....and wait....and wait.
But--pssst--you know what really happens when a Paladin destroys an organization of his own alignment? He Falls, that's what.

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A good paladin will fall if he willingly does evil in the name of good, we can all agree on that. (I hope) A reverse of that is an evil a paladin will fall lf he does good in the name of evil. Problem as evil is still selfish, a selfish person still may perform good actions for selfish reasons. Thus I say a reverse of the code is not possible. I say it is unrealistic to tray and create a working code for an evil paladin.
Well, the issue of whether a Good Paladin would Fall as a result of doing Renal's quest isn't exactly settled (or is it? I need to catch up on that), but for the purposes of discussion, let's say you're right, a Good Paladin will always Fall if he knowingly performs an Evil action for a Good cause. But you seem to have already assumed that the inverse of that statement, that an Evil Paladin will Fall if he does Good for an Evil reason, must be false. I'm sorry, but that's hardly a foregone conclusion, I for one disagree. Why should an Evil god continue to grant his divine power to a Paladin who singlehandedly raises the money to build a new wing on an orphan asylum, just so he could get the chance to meet the woman who runs it, and kill her? Sure, killing her would be very pleasing to the Evil god, but surely he could have accomplished this without going through all that Goody-two-shoes song and dance? He's a waste of time, better drop him from the ranks of your Paladins.

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So an evil paladin should not have a code and be allowed to be any evil alignment. Thus they gain slightly less powers.
Close: I feel a Blackguard should not have a code and be allowed to be any Evil alignment, and gain less powerful abilities. An Evil Paladin, however, should be precisely that.
Title: Re: Paladins falling
Post by: Lord Kain on September 21, 2005, 02:36:15 AM

"ut--pssst--you know what really happens when a Paladin destroys an organization of his own alignment? He Falls, that's what."

OK that only makes sense for a good align paladin.

EVIL is not allied with each other, many evil organizations are enemies with each other. The Cult of the Dragon is qutie evil and is enemies with well damn near everyone.

YOUR so called standards for evil paladins don't make sense. IF they must always be evil in all actions to the same degree a paladin is good. They'd wind up destorying themsleves not directly but their actions would quickly end up coming back to bite them in the ass. Much of being evil, is doing the same work as a hero but for different reasons and with different tactics. Why can't an evil "paladin" take on mercenary work. Sure the Shade Lord and the Shadow Dragon are also evil, but they are not my allies why the nine hell should I CARE or my deitiy.

Your code assumes the dark paladin would serve on the same level as a fantatic NPC. Who would play that, if the evil paladin must follow that code in letter and in spirit. That would bite, who'd play that. They lose most of the flavor of playing evil. Their code could quite easily force them into a situation where they must pick between becoming fallen or doing something stupid and geting killed shortly afterwards.

The smart lawful evil villians pretend to be good. Your guy can't be sneaky like other evil characters, now he would be hounded by countless heroes because everyone would know his nature and he can't hide it because it would likly break his evil code by pretending to be good.

In PnP I had this lawful evil half-fiend (father is a devil) now beneath his fortress was a few small villages around the area. Now he figured these places couldn't pay him much of any money in taxes. But he still protected them form harm. SO when heroes came snooping around the villages would say how great thier lord is. Thus the heroes remain unaware of my secret base in plain sight.

Your Dark Paladin as I understand your code wouldn't be allowed to do that. He could simply ignore the villages, but the heroes would be more likly to suspect the fortress up the mountain to belong to you. They also couldn't to good anyware to try and cover up thier own evil activities.

Title: Re: Paladins falling
Post by: SixOfSpades on September 21, 2005, 08:34:05 PM
"You know what really happens when a Paladin destroys an organization of his own alignment? He Falls, that's what."
OK that only makes sense for a good align paladin. EVIL is not allied with each other, many evil organizations are enemies with each other. The Cult of the Dragon is qutie evil and is enemies with well damn near everyone.
All right, let me be more specific. If a Paladin commits a significant action, such as destroying an organization of his own god, or one serving an ally of his own god, he will Fall. Take Loviator, the goddess of torture and suffering, and Talona, the goddess of poison and disease. Both are Evil (Loviator is LE while Talona is CE), yet according to my records, they are enemies (most likely because each wants to absorb the other's portfolio). Therefore, while a Paladin of Loviator could theoretically carve up a Temple of Talona without expecting negative consequences, doing the same thing to devotees of Malar, who is an ally of Loviator, would certainly cause a Fall. Now, I'll use Cyric as a substitute for this Cult of the Dragon you mention, so that we've still got a god in the picture. Cyric has no allies whatsoever in any pantheon, so a Paladin of Cyric could theoretically kill whoever he wants to....but, as I've mentioned before, Cyric's portfolio includes lies, deception, and illusion, so he probably wouldn't want Paladins in the first place. Iyachtu Xvim might, as tyranny and hatred are both in-character for Evil Paladins, and Xvim doesn't have any allies either, but then, Xvim is only a Lesser Power, as far as being a god goes, so his Paladins would logically be either weak, or few in number.

I'd be perfectly willing to handicap a Paladin's spells and/or Special Abilities depending on the "rank" of their respective gods....but then, the canon Paladin deities, Torm, Helm & Tyr, are Lesser, Intermediate, and Greater Powers, respectively, with another Intermediate if we include Ilmater, so the average rank is Intermediate....therefore, a Paladin who serves a single Greater Power would be more powerful than the standard setup, and I'd rather not see this get munchkin. (Then again, if the difference just means that the Paladin gets 4 spellslots of each level, as opposed to 3, that's not really munchkin.)

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YOUR so called standards for evil paladins don't make sense. IF they must always be evil in all actions to the same degree a paladin is good. They'd wind up destorying themsleves not directly but their actions would quickly end up coming back to bite them in the ass.
That's difficult to say without a specific example. Could you give us one, please?

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Sure the Shade Lord and the Shadow Dragon are also evil, but they are not my allies why the nine hell should I CARE or my deitiy.
Doesn't the simple fact that they're on your half of the whole Good-Evil dichotomy mean that they get the benefit of the doubt? Sure, the Harpers and the Temple of Helm aren't allies either, but they're both Neutral, and I've never heard of any friction between [/i]them[/i]. Killing an Evil Dragon is an inescapably Good act, so unless your Evil deity has some beef against Dragons, that's a definite Fall.

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Your code assumes the dark paladin would serve on the same level as a fantatic NPC. Who would play that, if the evil paladin must follow that code in letter and in spirit. That would bite, who'd play that.
Hence the people who got upset when they discovered that installing Virtue would mean that their Inquisitor could no longer root out Mae'Var's den of Evil Thieves.

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... They lose most of the flavor of playing evil. Their code could quite easily force them into a situation where they must pick between becoming fallen or doing something stupid and geting killed shortly afterwards.
Again, that's tough to call unless we have a specific scenario we can talk about. Oh, and in a dilemma, where erring on either side might cause the (Good) Paladin to do Evil, the Paladin will always do nothing rather than work against his code, even unknowingly. I believe Rule #1 is: Do No Harm.

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The smart lawful evil villians pretend to be good. Your guy can't be sneaky like other evil characters, now he would be hounded by countless heroes because everyone would know his nature and he can't hide it because it would likly break his evil code by pretending to be good.
Yup. If we're going to go strictly by the book here, any Good (and almost certainly Evil) Paladin would Fall as soon as he uttered the words, "I am Veldrin, from the city of Ched Nasad."
Title: Re: Paladins falling
Post by: Salk on September 22, 2005, 01:20:36 AM
A small consideration...Personally I don't like the fact that a specific class (in this case Paladin) should be always "mirrored" on the other side of the fence (in this case Evil)...I never liked this kind of approach. I believe that two opposite ethical and moral concept should eventually bring to the development of specific classes if we want to matain a strong differentiation of identities.

It has no sense for me to see an Anti-Paladin fighting for Evil. It's pretty ludicrous...The "generic" classes have a real reason to be present in both factions (fighters, clerics, mages, rogues ecc. ecc.) due to their extremely "open" interpretation but when a new class is created with specific qualities then I no longer see a reason for having it represented on each side.

I conclude then by saying that in this specific, a Anti-paladin figure is a nonsense. Much better to create a class, perhaps similar, but which is not a mockery of a preexisting class which should uphold Good... :pirate
Title: Re: Paladins falling
Post by: Andyr on September 22, 2005, 05:30:57 AM
I always thought that Paladin should be a kit (or prestige class in 3E) as opposed to a core class.
Title: Re: Paladins falling
Post by: Borsook on September 22, 2005, 06:56:14 AM
A small consideration...Personally I don't like the fact that a specific class (in this case Paladin) should be always "mirrored" on the other side of the fence (in this case Evil)...I never liked this kind of approach. I believe that two opposite ethical and moral concept should eventually bring to the development of specific classes if we want to matain a strong differentiation of identities.

It has no sense for me to see an Anti-Paladin fighting for Evil. It's pretty ludicrous...The "generic" classes have a real reason to be present in both factions (fighters, clerics, mages, rogues ecc. ecc.) due to their extremely "open" interpretation but when a new class is created with specific qualities then I no longer see a reason for having it represented on each side.

I conclude then by saying that in this specific, a Anti-paladin figure is a nonsense. Much better to create a class, perhaps similar, but which is not a mockery of a preexisting class which should uphold Good... :pirate
Actually a mirror of a paladin would be a chaotic-evil warrior with no code, just destruction. :pirate "Evil paladin" is a twisted concept, more akin to a fallen paladin by moral standards.
Title: Re: Paladins falling
Post by: Zyraen on September 22, 2005, 07:51:30 AM
There's no Reason why evil persons cannot be honorable or have a code of conduct.
I may be selfish, but I may be able to set that aside for a code of conduct.
I may have personal values of evil, but that doesn't mean I can't show discipline when I'm in an army.

Similarly, Roleplaying wise, there's no reason why an Evil Character cannot do good.
I might want to kill Firkraag for Carsomyr, and not give a heck for the deed, because I KNOW killing the dragon gives me a better reward. I still do good and gain the recognition.

Real life "evil" might not be far behind the concept of "good", in the sense of gaining reputation, promotions, recognition. A good person gains all of that ; so does an "evil" one. The driving force is different, the outward actions could well be the same.
For the sake of better benefit later, I set aside my current pleasure. Since that is technically motivated by self-beneif, that can be attributed as a form of evil.

In BG2, I don't have a problem roleplaying my evil party to a High Reputation, and later on (and possibly never) turning on the general populace at large with all the weapons the shopkeepers sold to me at a discount (at least, not until I installed EoU's discount for low Rep parties ;) )
Any good villain knows the best way to put a knife in is from behind, where it's unexpected.
Title: Re: Paladins falling
Post by: Borsook on September 22, 2005, 08:59:52 AM
Yes, but since paladins (lawful good) are chosen by good gods as the "goodiest" (concious form btw) wouldn't evil gods choose chaotic evil ones for their champions?
Title: Re: Paladins falling
Post by: Andyr on September 22, 2005, 12:48:06 PM
The Law-Chaos axis has no impact on how Good or Evil you are.
Title: Re: Paladins falling
Post by: Borsook on September 22, 2005, 02:15:04 PM
The Law-Chaos axis has no impact on how Good or Evil you are.
Hmm, I've never bought the independent axis view point, rather perceived it as 9 separate aligments. Looking at things like chaotic-neutral and true neutral always brought me to this conclusion.
Title: Re: Paladins falling
Post by: SixOfSpades on September 22, 2005, 03:37:50 PM
Personally I don't like the fact that a specific class (in this case Paladin) should be always "mirrored" on the other side of the fence (in this case Evil)...I never liked this kind of approach. .... It has no sense for me to see an Anti-Paladin fighting for Evil.
Ah, but, referring to the list of things that Mr. Welch is no longer allowed to do in an RPG ( http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=banter;action=display;num=1121487866;start=0#0 ), I think number 64 is relevant: My paladin's battle cry is not "Good for the Good God". Evil Paladins do not fight to support Evil; they fight to support the cause and desires of their Evil god. They are not meant to be (or, at least, I do not mean them to be), as you put it, "a mockery of an existing class," but rather a sort of halfway point between Fighter and Cleric, which as you say, have a real reason to be present in both factions.
Title: Re: Paladins falling
Post by: Borsook on September 23, 2005, 01:57:45 AM
Isn't fighter/cleric half way between fighter and a cleric? ;D
Title: Re: Paladins falling
Post by: Salk on September 23, 2005, 02:11:50 AM
Six of Spades,

I do agree that there should be a champion of a Evil God (or just Evil, this is not the point) just like there is the class of the Paladin, Champion of a Good God (or Good). My point is: I'd like to rather have a new kind of champion (example: Uruk-hai might be considered the Champions of Evil in MERP - perhaps something similar could fit the situation) than a class that has the same tenant (but to Evil) and the same limitations (must be Human) and characteristics of a Paladin. I don't know if I made myself clear...Oh and by the way, did you really go through all the 300 points of what Mr Welch can no longer do ?  ;D
Title: Re: Paladins falling
Post by: Borsook on September 23, 2005, 07:53:47 AM
BTW it might be nice to go for 3e like and give paladins to at least half-humans.
Title: Re: Paladins falling
Post by: SixOfSpades on September 23, 2005, 12:00:37 PM
Isn't fighter/cleric half way between fighter and a cleric? ;D
Yes, but of course in a different way. It's ironic that the class (combination) that has fewer restrictions on behavior and can be any alignment is the one that is more skilled as a Priest.


I'd like to rather have a new kind of champion (example: Uruk-hai might be considered the Champions of Evil in MERP - perhaps something similar could fit the situation) than a class that has the same tenant (but to Evil) and the same limitations (must be Human) and characteristics of a Paladin.
Well, I'm with Lord Kain on that the stereotypical harbingers of Evil are more commonly pure warrior-types than religious-types: Religion implies morals and culture, and therefore the person can be dealt with on at least some levels, but the barbarian warrior-type is just going to spear you as you cling to the altar. Therefore, I would peg the Blackguard as being a Fighter kit (although one description of it, I believe it was in 3rd Edition, described the class as gaining spell levels in the same pattern as a Paladin...strange), and leave the Paladin kits to those to whom religious devotion is actually a major part of their background.
Uruk-Hai would be a Fighter kit as well, naturally only open to Half-Orcs....if one could think up disadvantages to balance out the kit's strengths, and I know Tolkien's Uruk-Hai didn't have any, besides arrogance. What's MERP, by the way?
My favorite is, "Before going to face the dragon, not allowed to glaze the elf."  ;D


I've been trying to get in touch with Reverendratbastard, but he doesn't seem to be around lately....let's see if he answers his Email. Anyway, a while back he made this comment in a related thread:
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i have an issue of Dragon you might appreciate if you haven't already.  #106 iirc?  seven more paladin-types (the CE anti-paladin article was several years earlier) covering the rest of the alignment grid.  interesting (if occasionally munchkin) work.
What's especially interesting here is just what he meant by "paladin-types." Is that types of Paladins, or just warriors that are like Paladins? Either way, it should help round out the class, and add more roleplaying value once any munchkins are forcibly removed.

If I were to revamp the entire Paladin class, it would be something like this:
Title: Re: Paladins falling
Post by: SixOfSpades on September 23, 2005, 03:30:03 PM
Duh, Six, it doesn't make any sense for an Evil Cavalier to be specialized against Demons.

So right now I'm debating whether to split the kit into one trained to fight drakes (Dragons, Wyverns, possibly Snakes & Basilisks) and another trained to fight extraplanar beings (Demons, Planetars, & Devas), or keep both "Racial Enemies" in the Cavalier kit and seriously handicap their other offensive capabilities to compensate.
Title: Re: Paladins falling
Post by: Andyr on September 23, 2005, 03:44:40 PM
A Lawful Evil one might be specialised to combat Demons, while a Chaotic Evil one's training might be primarily in combat against Devils.
Title: Re: Paladins falling
Post by: Salk on September 24, 2005, 03:24:02 AM
Six,

MERP stands for Middle Earth Role Playing...The Uruk-hai proposal was just a mere example, by the way. I was thinking that many many kits have been created both as official kits and unofficial stuff and some are really interesting and very much welcomed but on the other side, I feel a little nostalgic about the "old good and simpler" rules and options...I must be aging (and I didn't even use the Wish spell...)  ;)
Title: Re: Paladins falling
Post by: SixOfSpades on September 24, 2005, 12:22:56 PM
A Lawful Evil one might be specialised to combat Demons, while a Chaotic Evil one's training might be primarily in combat against Devils.
I'd be very hesitant to let a Paladin become Chaotic simply over the Baatezu/Tanar'ri dichotomy. I'd rather simply assign the EFF files for THAC0/Damage bonuses based on alignment:
Good guys get +2 bonuses against Fallen Devas/Planetars/Solars and all demonic creatures,
Evil guys get +4 bonuses against non-fallen Devas/Planetars/Solars, +2 against Demons, and +1 against Devils,
and Neutral guys get +1 against all of them.
Not that anyone will actually want to play anything but a Good Cavalier, since 95% of all draconic & extraplanar creatures in the game are Evil.

Salk, now you're sounding like the dirt farmer in Order of the Stick. ;)
Title: Re: Paladins falling
Post by: Borsook on September 25, 2005, 12:04:10 AM
Why bonus against devils? Aren't they lawful-evil? Unless it's because "a custom made kit has to be overpowered" rule  ;)
Title: Re: Paladins falling
Post by: SixOfSpades on September 25, 2005, 12:00:44 PM
Why bonus against devils?
Simply due to their similarities to demons, an enemy which a Cavalier would have studied.
Title: Re: Paladins falling
Post by: SixOfSpades on September 28, 2005, 08:41:18 PM
Well, after posting some of this material over at Gibberlings Three, within hours I learned that the Infinity Engine actually cannot handle Paladins who Fall when they deviate from low or medium values of Reputation/Virtue, only when they deviate from high values. Odd that this thread lasted for days here at Pocket Plane, and still nobody has pointed out this engine limitation. This implies that the folks at G3 know a lot more about the engine than the folks at PP, but hey, who's counting?

Finally got some closure on those "other Paladin-types" that Reverendratbastard was talking about; they are:
LG - Paladin
NG - Sentinel
CG - Avenger
LN - Enforcer
TN - Incarnate
CN - Anarch
LE - Despot
NE - Corrupter
CE - Blackguard
Thanks, CamDawg! And it seems that these are indeed actual paladins (for lack of a better name at the moment, I'll have to make a distinction between 'paladin' and 'Paladin'): Holy warriors devoted to their gods, not just warriors with abilities beyond simply killing things. Although I can't see any attraction to the title of "Incarnate." Incarnate what? Reminds me of that time in high school, when we spent the night at "Club Del."  ::)
Title: Re: Paladins falling
Post by: SimDing0™ on October 19, 2005, 11:31:34 AM
This implies that the folks at G3 know a lot more about the engine than the folks at PP, but hey, who's counting?
Au contraire, I'm fully aware of the limitation. I also think I know a way to work around it. :)
Title: Re: Paladins falling
Post by: Andyr on November 06, 2005, 12:50:50 PM
What do you reckon you can make the engine do differently re: Falling, and how?
Title: Re: Paladins falling
Post by: SixOfSpades on November 07, 2005, 06:18:01 PM
Given that some aspects of Falling/Atonement can be scripted (Paladins & Rangers will immediately Fall if they accept the Nymph Cloak in Hell, their Fallen status can be redeemed as a result of their stronghold quests), and the Virtue mod essentially-short-circuits the entire Reputation variable, it's my guess that the entire process of Falling can be run through channels solely controlled by scripting, as opposed to hardcoded variable dependence. But that's just a guess on my part.
Title: Re: Paladins falling
Post by: Andyr on November 07, 2005, 06:19:10 PM
simding???/
Title: Re: Paladins falling
Post by: Grim Squeaker on November 08, 2005, 06:47:45 AM
Well, if all rep changing events could be changed to a modification of a variable, then this should be possible i.e. replace ReputationInc(X) with IncrementGlobal("NewReputationVariable","GLOBAL",X), ReputationSet(X) with SetGlobal("NewReputationVariable","GLOBAL",X) and the reputation token in the GUI with a token for this variable.  Then using scripts any falling/regaining can be done via script.  The problem is with my assumption at the start: I'm not convinced all rep changing events can be changed as some of them may be hardcoded e.g. how does theft from stores work, killing peasants etc.
Title: Re: Paladins falling
Post by: SimDing0™ on November 08, 2005, 07:50:53 AM
That won't work terribly well, since there's no way to completely remove the original reputation display from the record screen. What I'm considering is having all paladins fall at the beginning of the game (since this conveniently hides any potential spamming of the info window) and then re-applying their abilities using AddKit (the kits used would actually be fighter kits, since paladin kits don't correctly add abilities if you're fallen). I'd then have the ability to switch players to a special "Fallen Paladin" kit when neccessary.
Title: Re: Paladins falling
Post by: Grim Squeaker on November 08, 2005, 08:48:05 AM
Ah shit.  Just noticed the fact that reputation didn't have a token on the record screen.  Why to Bioware suck so much cock?
Title: Re: Paladins falling
Post by: Andyr on November 12, 2005, 06:57:38 AM
That won't work terribly well, since there's no way to completely remove the original reputation display from the record screen. What I'm considering is having all paladins fall at the beginning of the game (since this conveniently hides any potential spamming of the info window) and then re-applying their abilities using AddKit (the kits used would actually be fighter kits, since paladin kits don't correctly add abilities if you're fallen). I'd then have the ability to switch players to a special "Fallen Paladin" kit when neccessary.

If you AddKit() a Fighter kit will it cause issues with the Paladin quickbar?

I'm thinking, if you could get this to work, we could possibly use the same method in Divine Remix for a Blackguard and to open up Ranger kits to all alignments.
Title: Re: Paladins falling
Post by: SimDing0™ on November 12, 2005, 04:48:03 PM
If you AddKit() a Fighter kit will it cause issues with the Paladin quickbar?
You nest the AddKit() action between two commands to change to and from the fighter class, ie.

ChangeClass(Player1,FIGHTER)
ActionOverride(Player1,AddKit(CAVALIER))
ChangeClass(Player1,PALADIN)

As far as I can tell, the only side effect is greying out the Turn Undead button momentarily. I haven't been able to pause it and see "Fighter" on the record screen at any point.
AddKit like this conveniently calculates the right number of abilities each time rather than stacking with itself, but has to be reapplied every level-up since this isn't done automatically (this is the weak point of the solution).
Title: Re: Paladins falling
Post by: Andyr on November 12, 2005, 06:33:39 PM
But then surely if their Reputation dropped then they'd Fall still?
Title: Re: Paladins falling
Post by: SimDing0™ on November 12, 2005, 07:22:50 PM
I'm saying they'd already be fallen. The kit re-applies the paladin abilities.
Title: Re: Paladins falling
Post by: Andyr on November 12, 2005, 07:31:07 PM
Yes, but when they do something Bad, wouldn't they still Fall (since you've ChangeClass()ed them back to Paladin)? Or are they still labelled 'Fallen Paladin' and so immune to further Falling, or something?
Title: Re: Paladins falling
Post by: SimDing0™ on November 12, 2005, 07:41:33 PM
Fallen paladin is a flag independent of class, so they remain fallen regardless of what you change. (It doesn't actually matter either way-- they can fall whenever and it'll still work the same, but it's cleaner if they just stay fallen the whole time.)
Title: Re: Paladins falling
Post by: Andyr on November 12, 2005, 07:46:44 PM
I am not sure I get it 100% - if, using your method, a character who is already Fallen does an Evil act (e.g. slaying a peasant) will they lose their abilities again automatically (as if they had Fallen again)? Yes/no?
Title: Re: Paladins falling
Post by: SimDing0™ on November 12, 2005, 07:52:16 PM
No.
Title: Re: Paladins falling
Post by: Andyr on November 12, 2005, 07:58:02 PM
Hey, cool.