djspectre
2008-03-27 18:27:56 UTC
#141782
A paladin may only hire henchmen or accept followers who are lawful good.
Found this on the EfU website in the section about paladins. This brings up a serious issue as far as quests go. Armand of the Society allows all non-evil characters to work for him. When here it is expressly forbidden for him to hire anyone other than LG characters.
Also if Paladins wish to further their own IC character goals, they cannot hire other characters other than LG to assist them. But we can't tell if they are chaotic or neutral.
While I understand the setting limitations to implementing this rule to the tee, perhaps this line should be removed from the class description so it doesn't confuse or raise mechanics questions with an otherwise great server.
Garem
2008-03-27 19:00:25 UTC
#141784
"Henchmen" and "followers" are pretty specific. I don't think you have to consider questing partners or fellow expeditionaries as either of these two things.
Jiachi
2008-03-28 00:32:00 UTC
#141836
This would be a strike against Edgar Fireheart then, unless hiring my CN character to work 'for house Fireheart' happens to bypass it. Seems like those two RP anything but paladins... They are paladins, right? I know I caught something to that effect IG about them. 8)
djspectre
2008-03-28 00:32:56 UTC
#141838
forget I said anything, this comment was lame.
Ellisandro
2008-03-28 00:47:22 UTC
#141839
Jiachi
This would be a strike against Edgar Fireheart then, unless hiring my CN character to work 'for house Fireheart' happens to bypass it. Seems like those two RP anything but paladins... They are paladins, right? I know I caught something to that effect IG about them. 8)
That would imply two facts:
A: Edgar Fireheart is Paladin
B: Edgar Fireheart is LG
Jiachi
2008-03-28 03:54:07 UTC
#141870
Sorry, when I started drifting around here a month ago, I somehow got the impression that the two were paladins through IG means. Made explaining their 'distinct' personalities a bit confusing, to say the least. As to implying two things, the former requires the latter, so 'they're not paladins' covers both bases. 8)
Lansert
2008-03-28 17:39:04 UTC
#141952
I would have thought that NG or LN would be acceptable to work for paladins. [shrugs] Oh well
HoMeWrEaKeR
2008-03-29 22:42:46 UTC
#142124
I dont know how this was bought up, but from the way I know it and from the way I try to roleplay it with my Pali. They done see people as good or evil with their sight but they can sense a revolting presence around people that they have learned through study that the "aura" is associated with past evil actions. As with only hiring Lawful Goods, their is no way for them to know. They only can see people with or without the taint of past wrongs, although they through further action find that someone cares little for the laws/has the faint odor of neutrality, so they might choose not to deal with those people...or even better try to convert them as the best paladin roleplay ive found is trying to convert someone who cares little for laws and justice and watching them try to argue against a fanatically blind wall of holy power.
RIPnogarD
2008-03-30 03:53:06 UTC
#142155
As a general rule in the D&D game itself, Paladins have an aura of good which basically identifies them to others as holy. They also get an ability to detect evil at will, therefore they would always be able to know if somebody were evil and those of evil alignment would be able to guess they were paladins due to their holy aura.
(From what I understand Paladins of Lathander have no control of this holy aura and sometimes even glow with light when enough evil is near them.)
I understand this isn’t actually D&D but perhaps something like this could be either role-played into game or added by EfU creators…
See this link for info on D&D Paladins.
chezcaliente
2008-03-30 06:19:28 UTC
#142169
The original post has however been dealt with.
The LG-only rule applies to henchmen and followers , like a squire or other such person completely devoted to the paladin . The paladin is free to travel, associate and form temporary questing parties with any non-evil PC. That is the important distinction that Garem was referring to, but perhaps didn't spell out clearly.
Snoteye
2008-03-30 07:44:11 UTC
#142175
RIPnogarD
As a general rule in the D&D game itself, Paladins have an aura of good which basically identifies them to others as holy.
It is only detectable with Detect Good, which hasn't been scripted yet (Detect Evil has, however).
And chezcaliente is right.
9lives
2008-03-30 10:41:21 UTC
#142193
Detect Good is available to Blackguards, Snot!
Snoteye
2008-03-30 10:44:16 UTC
#142194
It isn't scripted, though. <.<
Halfbrood
2008-03-31 10:45:28 UTC
#142310
It would be pretty counterproductive to glow in the Underdark. You'd attract all sorts of nasty critters, looking for a free nibble.
Kuo-Toa Killer
2008-03-31 20:25:13 UTC
#142379
I think this defers to disciples or some such. Like, your squire should be LG. If they've personally pledged themselves to you then they should be LG, or you should quickly make them head that way.
Lansert
2008-03-31 22:13:40 UTC
#142402
Not too mention an illusionist could summon up an aura of the same effect. So you would have false paladins running about claiming any one who doubted them was blind "Can you not see my aura?"
I agree, paladins should be judged by their actions instead.
RIPnogarD
2008-03-31 23:54:48 UTC
#142432
A white light, 5 or 10 wouldn’t be jump out and bite ya noticeable in say a lit room or a battlefield. And as long as the paladin where playing to his code of honor it wouldn’t shouldn’t bother him anyway. Now if he were slinking around in the shadows trying to hide who he was or set an ambush (very un-paladin like I might add) he might glow a bit and give away his position.
IMHO, Paladins should be a class that should be restricted and applied for in EfU, kind of like the Drow race. You want to reap the benefits of playing a paladin in hell you should be ready for the consequences as far as I’m concerned.
I was just throwing my first post out there in case there are any members here that don’t play D&D and didn’t know that information; I’m not trying to get any game changes.
Hammerfist0
2008-04-01 00:24:12 UTC
#142442
RIPnogarD
A white light, 5 or 10 wouldn’t be jump out and bite ya noticeable in say a lit room or a battlefield. And as long as the paladin where playing to his code of honor it wouldn’t shouldn’t bother him anyway. Now if he were slinking around in the shadows trying to hide who he was or set an ambush (very un-paladin like I might add) he might glow a bit and give away his position. IMHO, Paladins should be a class that should be restricted and applied for in EfU, kind of like the Drow race. You want to reap the benefits of playing a paladin in hell you should be ready for the consequences as far as I’m concerned.
I was just throwing my first post out there in case there are any members here that don’t play D&D and didn’t know that information; I’m not trying to get any game changes.
Finally someone who agrees with me!
:D
Its now a vote of 2:110. You guys cant ignore our growing minority for long.
Jiachi
2008-04-01 08:43:03 UTC
#142529
Considering chezcaliente's & Garem's posts, could clarifications be added to the rule? Watching groups dissolve over a paladin's hissy-fits gets boorish fast, oddly enough. 8)
Thomas_Not_very_wise
2008-04-01 10:41:47 UTC
#142534
I think this entire discussion is totally beside the point.
Paladins cannot detect chaos, only evil.
Don't quest with evil and that is all you really need to know.
And how many squires do you see in the underdark? Zero so far for me.