[RPG] How to play a paladin without being a stick in the mud

paladinpathfinder-1e

What are some tips for/examples of an epitome-of-good type paladin who does not disrupt the 'sinful' fun of the rest of the group?

As an example of the type of paladin I'm talking about, one of the first and only 3.5 books I bought was the Book of Exalted Deeds, and I've used it as guide for how I play good characters ever since.

As an example for those who've never read Exalted Deeds, I once played a Paladin who refused to kill any humanoid, and would actively defend defeated allies from other party members on the grounds that no one in the group was a judge, and thus could not render a death sentence. This did not go over well with the group, who quickly became tired of needing to haul around enemies to the nearest court, not to mention dealing with the occasional escape attempt on the baddies' part. I felt I was playing the character as was appropriate, and the GM agreed with me on that fact. However, the group quickly deteriorated, as players began to grow bored of listening to my paladin preach at their characters to be better people.

I enjoy playing this type of character. However, not everyone enjoys playing with that type of character. So, how do I balance it so that I'm still playing my paladin characters the way I like them to be portrayed, without disrupting everyone else's fun?

Best Answer

The biggest issue with paladins is when their partners' behavior is judged as if the paladin himself had done the deed. If your DM is willing to avoid that pitfall, may I suggest...

A paladin who does not expect non-believers to obey the laws of his faith. He hopes that through his shining example his teammates will come to see the value of his code, but believes that doing Good under threat of punishment doesn't count. He guides the party to consider mercy, but does not expect them to follow oaths they did not swear. Perhaps his own past is not lily-white and he recognizes that true Faith takes time; he is patient with the party.

Underen commented: When the PCs ignores the paladins advice, simply tell them in character: "Remember, the gods will be the judges of your actions. I wash my hands of this.

It's important to recognize that the values of D&D are not our modern values. Justice is often swift and brutal when you don't have the luxury of modern civilization. Think wild west justice or battlefield trials. As a paladin, you might have the authority to conduct hasty trials; ask your DM to consider this1. Remember there are methods of punishment that fall between letting criminals go unpunished and killing them: from taking their stuff, to branding or even cutting off a finger or a hand2, there are a spectrum of options.

Just as you are considering the enjoyment of your friends at the table, the DM and other players should be willing to meet you half-way. The player characters should do the same for their friend the paladin. This is a mutual storytelling challenge: a group of friends (or at least comrades-in-arms) with different moral attitudes is pretty common in real life and in storytelling. How do they function without coming to blows? That's a cool story for your group to tell.

Making the Tough Decisions is an essay by Rich Burlew which addresses (in more general terms) the exact problem you're facing.


1 There can be some confusion about the paladin's requirement to "respect legitimate authority," and whether one's class dictates in-game social duty or privilege. As I understand it, 'Paladin,' 'Cleric,' and all other class titles are meta-mechanical terms rather than in-game titles/distinctions unless you're in a setting that makes it explicit. Thus no character (player or non-player) has legitimate authority by virtue of their class alone (there are some rare PrC exceptions to this, whose explicit nature supports my general claim). Authority is conferred based on merit, heritage, experience (and possibly bribery). My suggestion that your paladin might have some legitimate authority is explicitly at the whim of the DM. It could just as easily be bestowed on a bard or a fighter, should social circumstances warrant it, and serve the same purpose --perhaps even better.

2Perhaps I should clarify that branding and mutilation in these contexts are not about sadism: they are about preventing future crime without killing the criminal, in a land without good jails. Brands alert future targets that they are dealing with a particular kind of criminal, and cutting off a gun-happy outlaw's trigger finger makes it harder for him to kill.

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