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My Paladin killed a child molester (and now my DM wants to take away my powers!)
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<blockquote data-quote="Goblyns Hoard" data-source="post: 1578999" data-attributes="member: 19970"><p><strong>My two cents</strong></p><p></p><p>I haven't read through the full length of this thread but I'm going to have to come down on your DM being right.</p><p></p><p>My first reason for this is the honour factor - Paladin's in most religions are honour bound and striking from behind for a 'kill strike' is certainly not honourable. Obviously you'll have to take your religion's principals as a guiding factor.</p><p></p><p>There's also the magic aspect, and this will depend on how magical your campaign is. If magic is everywhere then illusions/possessions/charms etc. must be considered.</p><p></p><p>And then there's the issue of law. This will require a GM ruling on what the law permits your Paladin to do. Is he part of the legal enforcement system (and please ignore comments on what a medieval knight was permitted to do - you're not in medieval Earth)? If not does he have the right to kill/murder? If not then he needs to try and bring the rapist to justice - not take the law into his own hands. Otherwise he is a vigilante and that is not part of being LG.</p><p></p><p>But I think the main reason that I agree with your GM is that the story line will be so much more powerful, and your character develop more as a result of this situation. Suddenly your character is faced with a conflict I don't think you ever envisaged when you first rolled him up. Now you're in a position where he can either listen to his God and church superiors, take a penance and submit to a holy quest for redpemption (which is always a good story line) or he can decide that no he was right and his God has failed him - leading to a possible change in deity or even a switch to full on ex-paladin as he goes into vigilante mode.</p><p></p><p>The character development opportunities of you losing your powers are so much better than if you keep them... and this game isn't called ROLE playing for nothing</p></blockquote><p></p>
[QUOTE="Goblyns Hoard, post: 1578999, member: 19970"] [b]My two cents[/b] I haven't read through the full length of this thread but I'm going to have to come down on your DM being right. My first reason for this is the honour factor - Paladin's in most religions are honour bound and striking from behind for a 'kill strike' is certainly not honourable. Obviously you'll have to take your religion's principals as a guiding factor. There's also the magic aspect, and this will depend on how magical your campaign is. If magic is everywhere then illusions/possessions/charms etc. must be considered. And then there's the issue of law. This will require a GM ruling on what the law permits your Paladin to do. Is he part of the legal enforcement system (and please ignore comments on what a medieval knight was permitted to do - you're not in medieval Earth)? If not does he have the right to kill/murder? If not then he needs to try and bring the rapist to justice - not take the law into his own hands. Otherwise he is a vigilante and that is not part of being LG. But I think the main reason that I agree with your GM is that the story line will be so much more powerful, and your character develop more as a result of this situation. Suddenly your character is faced with a conflict I don't think you ever envisaged when you first rolled him up. Now you're in a position where he can either listen to his God and church superiors, take a penance and submit to a holy quest for redpemption (which is always a good story line) or he can decide that no he was right and his God has failed him - leading to a possible change in deity or even a switch to full on ex-paladin as he goes into vigilante mode. The character development opportunities of you losing your powers are so much better than if you keep them... and this game isn't called ROLE playing for nothing [/QUOTE]
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