thedungeondelver wrote:I don't think anyone here can deny the utility of the thief in AD&D...[snip] I think the paladin is a great class to have around if you can roll one up.
When we look at the description of the paladin, it says the paladin may adventure with non-evil neutrals for one "expedition" only - what do you all consider an "expedition" to be? You could make the argument that a single trip to the dungeon and back to town is one expedition and therefore a paladin would have to depart the group with a neutral good thief; alternately, an entire campaign series of modules (the "G" series) might be considered and expedition.
John Stark wrote:thedungeondelver wrote:I don't think anyone here can deny the utility of the thief in AD&D...[snip] I think the paladin is a great class to have around if you can roll one up.
Agreed. Although IMO the starting thief ability percentages are too low, but that's for another thread, heh.When we look at the description of the paladin, it says the paladin may adventure with non-evil neutrals for one "expedition" only - what do you all consider an "expedition" to be? You could make the argument that a single trip to the dungeon and back to town is one expedition and therefore a paladin would have to depart the group with a neutral good thief; alternately, an entire campaign series of modules (the "G" series) might be considered and expedition.
Honestly, I've always hand waved this when it comes to paladins. If I were to enforce this PHB restriction on paladins, then a paladin character would basically never be able to go on adventures. For sessions that I DM, I simply require a paladin to adventure only with those of good or neutral alignment (they can never adventure with evil characters that are known to be evil) as long as those of alignments other than lawful good do not commit acts that are evil. Not really BtB, its simply the way I've chosen to handle it.
In terms of BtB, I'd go along with the idea that an expedition could include something as long as the G1-3/D1-3 series or the A series. Those to my mind could constistute a full "expedition" if that word is loosely interpreted. That being said, and given my already rather liberal allowances with the types of other characters a paladin could travel with, it may well be the case that an expedition means simply one adventure; thus, one dungeon or wilderness expedition.
Consider a megadungeon (aside: I'm really starting to not like that term; what makes any single dungeon mega?) like the orginal Castle Greyhawk. What would be considered as an "expedition" if the entire campaign centered around delving those dungeon levels? One foray (or maybe a few) to rescue a princess or the daughter of the local lord? One foray to slay an evil NPC that wrought havoc on the local town where the PCs are based? One single foray to grab a potent magical item to further the ends of his church? Or would multiple delves into CGH be considered as one expedition, since its all the same dungeon and thus could loosely be considered all one adventure?
/shrug
That's why I hand wave that bit in the paladin description...
John Stark wrote:Thus, to my mind, hobnobbing with the unconverted makes sense for the paladin as long as he doesn't violate his alignment, is serving his church and furthering its cause(s), and his companions are not overtly evil.
greygriffin20 wrote:ill say that useing behavior to balance a character is a totally insane concept, i personally think the paladin is balanced fine when you look at the other sub classes, you have rangers, bards, assasins, and monks (im ingnoreing illusionist as i cant comprehend why anyone would be one) all of these classes have oddball additives that make them unique and in general a pain to play. the pladin has his restriction reguarding magic items and money as far as im concerned that alone is enough to balance the character. if the reasoning was lets make the paladin have an outragous personality quirk where he cant stand chaos in any way (and for some reason i cant personally believe that when they were makeing the rules for a paladin that they were thinking its too stong lets make him only able to be played in a party with no chaotics)id house rule it out...but thats just me
John Stark wrote:I actually love the notion of restricting a class by behavoir/alignment, and I think there's a lot of room for some new classes along these lines. Other classes are restricted by alignment (i.e., behavior); druids, rangers, and so on, and even clerics deal with problems should they ever choose or be forced to switch deities (there's a whole section on this in the DMG).
John Stark wrote:In my own house rules, I've made it so that the assassin must always remain evil, and any alignment change means he becomes a mere thief with abilities 2 levels lower than his actual level.![]()
John Stark wrote:Thus, this thread IMO isn't really about dumping on 1e for restricting a class by behavior, but rather seeing where it was done well and where it may not work in game play in terms of the paladin and his interactions with other characters of different alignments.
thedungeondelver wrote:When we look at the description of the paladin, it says the paladin may adventure with non-evil neutrals for one "expedition" only. . . . You could make the argument that a single trip to the dungeon and back to town is one expedition and therefore a paladin would have to depart the group with a neutral good thief. . . .
From the PH:
4. Paladins will have henchmen of lawful good alignment and none other; they will associate only with characters and creatures of good alignment; paladins can join a company of adventurers which contains non-evil neutrals only on a single expedition basis, and only if some end which will further the cause of lawful good is purposed.
The Red Priest wrote:In true cafeteria-style gaming, I ignore the non-evil neutrals rule. As long as every character in the adventuring group behaves within appropriate moral boundaries (for the paladin), then the paladin gets to stick around. Anyway, it's been a looong time since I've DM'd a paladin character anyway.
How does a paladin know if another character is neutral or good?
thedungeondelver wrote:You could make the argument that a single trip to the dungeon and back to town is one expedition and therefore a paladin would have to depart the group with a neutral good thief; alternately, an entire campaign series of modules (the "G" series) might be considered and expedition.
Anyone's thoughts on this?
The Red Priest wrote:Premise: Assume that an expedition could entail an ongoing adventure, a la Giants, Drow or Slave Lords.
Let's say a party, which includes a paladin, cleans out the Caves of Chaos. There's a neutral good thief, so the paladin bids the party goodbye without animosity.
The party goes on w/o the paladin, and they checkout Quasqueton, and then maybe ransack the Silver Princess' palace.
Now they're going to go investigate the nonsense going on in Highport.
If invited, would you allow the paladin to re-join the group for A1-4? Meanwhile, maybe he's had an adventure or two of his own and gained a couple of levels, and that makes it worth inviting him.
Strictly, it violates the one expedition rule, but as long as the party "behaved" I'd allow it. We play so little D&D compared to what we did 20 years ago, I'd hate to see a terrific character sit idle.
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