Tuesday, January 13, 2009

The Paladin (Part 5D): Application of the Code of Chivalry


Earlier in the series, I spoke about Chivalry and the code of conduct from a historical perspective. In the origins of the term Chivalry, there was a direct connection to a code of conduct in a military context and in social settings. For the purposes of this discussion, I want to focus in on the military aspects. While I believe that the social implications are important, and they are useful for role playing in urban settings, I find that this is not as interesting as the direct application of the military aspect of Chivalry in the dungeon environment. From the social perspective, paladins and knights should obey the common rules of courtesy, especially towards women, and I am going to leave it at that.

As I mentioned earlier, Chivalry was the predecessor of codes of conduct that we have today. The Geneva Convention outlines what is considered acceptable behavior and what is not. The Convention serves as a standard by which we can measure behavior and determine whether this behavior is in compliance or out of compliance. Those that find themselves on the wrong side of the Convention will find themselves subject to criminal proceedings in the world court. Working our way backwards, we do not have the luxury of world courts and treaties, however I think there are lessons that we can apply to our games.

One of the underlying themes of the Chivalry, and I think this is a very important point, is that it is very specific on who is covered under the rules of Chivalry and who is not. I mentioned that normally only gentry (and I am using this term to refer to any noble or knight) are covered under the rules of Chivalry and that the common foot solider was not. This was a commonly held belief, and widely accepted by the gentry as acceptable behavior. This was the norm in society at that time. I think this is a norm that can be ported directly over to our game. I will argue that in general, our games are modeled loosely after the medieval and renaissance periods of history. Clearly the paladin, cavalier and knight classes are modeled after the knights of this historical and literature period, which I have described in the beginning of my series on the paladin. With this linkage established, we can dig into the application of this on our games.

In my blog on the orc from last week, I wanted to draw the connection between orc and monster. I am picking on the orc, but I am also making a broader statement with my usage of the term orc, to include any one of a number of evil creatures that are in the numerous monster manuals. One of the strengths of the alignment system is that it allows us to make broad accurate generalizations that are very useful for a number of reasons. One of the uses is to clearly identify which creatures are inherently evil. The orc is a deviation from mankind, and should be considered a monster in every sense of the word. It is the persona of evil, and they are a blight to civilized society. This is clearly the intent of the write up in the Monster Manual.

I once read on one of the message boards, granted this was a while ago, that asked the question of what should a paladin do if he was adventuring through B1 Keep on the Borderlands, or a similar module, where he came upon an encounter with an orc female and young orcs. The question is intended present a moral dilemma on the paladin’s code of conduct. What is the right thing to do? In this case the answer is a simple one. Let me walk through the analysis. The code of conduct applies to gentry with a special note that the knight should be courteous to women. In that definition, there is the implied assumption that the gentry and women are of a race that the paladin has a favorable preference towards. In 1st ed/OSRIC paladins can only be human, which makes this very easy to work out the preferences. The newer versions of the game open up the racial possibilities, which requires a bit more attention on what the racial preferences of the paladin are. Going back to my earlier comment, the orc is a monster and a persona of evil. Based on this, I think it is safe to say that the preference would be hatred. Given this, it is clear that orcs do not fall under the code of conduct, and the paladin is free to do what ever he wants. For game terms, it is important to note that not every creature will fall under the code of conduct. Creatures outside the acceptance range of the racial preference chart, especially creatures with an evil alignment, which I would classify as a “monster,” fall in this category.

The orc example is a very straightforward example as any evil creature would be. Creatures that are neutral, and that fall under the neutral category under the racial preference chart, are in a grey area. However, I think the code of conduct can be leveraged in this case as well. If the neutral creature is a leader type, and is acting with honor, the paladin would probably be inclined to treat the leader as it would gentry, and extend it the courtesies offered under the code. If the neutral creatures are not leader types, and are acting like common soldiers, the paladin is free to do whatever he wants, as they would fall outside the bounds of the code.

To go back to my earlier example, I made it very clear where I stand with regards to the definition of an orc, and what that means. There maybe some GM’s that consider an orc as a noble savage, rather than a monster. When this is true, it changes things a bit. The first thing I would say is that noble savage does not equal evil, and there needs to be an alignment shift on the orc. In this case, the orc should be treated as a neutral creature, and the above discussion on neutral creatures applies.

I do want to take a moment a define honor a little more. A creature fighting in a regular army wearing the colors of a recognized country will be considered as an honorable foe. If the creature is not wearing the colors of a recognized country, they should be treated as bandits or worse. I would use the term terrorist, but that term was not commonly used in that time period. The terms bandit, terrorist, and pirate all are ways of defining a criminal and by definition is not an honorable foe. I will also through in spies, as when they are captured it usually results in a sentence of capital punishment. No one tolerates spies (both past and present), as they fall into the category of traitor, which is a term that is devoid of honor. Honor has an implied lawful meaning to it. Persons obeying laws and acting in accordance with commonly held norms are generally going to be considered honorable.

As a final comment, the code of conduct is a rule that defines what it means to act with honor and how to treat honorable foes. In simple terms, honorable creatures will be dealt with fairly, but that does not equate to gentle treatment or with undeserved (or irrational) mercy. Not everyone is covered by the code. I realize that I have stated this numerous times, but it is fundamental to the definition. It sounds obvious, but I have seen folks on the message boards lose track of this and try to defend why a dishonorable foe/monster should be given an unreasonable amount of mercy. The code of conduct clearly does not support this position.

In this discussion, I have specifically avoided the religious undertones of the class, which I will tackle in my next blog.

Next up – The Paladin and Religion
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Paladin Series Summary For ease of reading, I will provide the links to all the blogs in the series:
Part 1A

Sunday, January 11, 2009

A bit of a rant

Last night I was playing C&C with my son and a couple of his friends. Now my son just found my 4th ed book, and started to flip through it. Of course he found the dragonborn write up and proceeded to create a dragonborn character. I am not surprised at this turn of events. To be honest, I am actually ok with the dragonborn character. It is a non-standard character, but its roots are clearly based in fantasy literature, and to be perfectly honest, I have a soft spot for dragons. In my next campaign I am going to allow dragonborn, but I am going to have my own write up to make it compatible with the Pathfinder rule set. In one of my future blogs, I will include the Pathfinder write up of several races that did not make it into the main rule set.

Going back to my original point, my son found the 4th ed rule book and started to make characters inline with the guidelines in 4th ed. Since my son is just getting into the hobby and I want to make it fun for him, I am being a bit lenient with the rules. As a result, we ended up playing with a crazy mixed breed of rules between C&C and 4th ed, but that was ok too. To a certain extent, I thrive on playing a bit loose with the rules, so it is all good.

My rant is about the weapon damage and the cost of items. I get that they changed the mechanics to appeal to a wider base of players. I get that it is a new edition of the rule set, so they felt the need to make changes. However, I don’t think they needed to change the weapon damages that have been fairly stable since 1st edition. It feels like they have gone out of their way to make it difficult to be compatible with the earlier editions of the game. I like the fact that I can look at a first edition player’s Handbook and a 3rd edition player’s handbook and see that a long sword does 1d8 damage. As has been stated in many places, there is a significant amount of inflation into the 4th ed rules, and I think that some of it is unnecessary, and adds to the feeling that this is a different game than what we played in the early 80’s.

I will probably be ranting a bit more on this topic in the future.

The Paladin (Part 5C): Paladin and the OSRIC



Let it be known that I do take requests. Initially I was going to do a review of the six Player’s Handbooks that I did in parts 5A and 5B, and leave it at that. However, I have been asked to review the Paladin in the OSRIC, and I am more than happy to squeeze it in. With this review, I think I have covered the major publications of the game.

To back up for a moment, let me say that the OSRIC is the retro clone of 1st ed AD&D. It was published under the OGL 1.0a, in attempt to keep the old rules alive and to provide a method of updating the rule set with clarifications and incorporating errata as appropriate. In any review of the first edition rule set and the OSRIC, I would expect the rules to be almost identical to each other. So, without further delay, let’s get into the details.

In v2.0 of the OSRIC, there are two opening paragraphs of fluff. As I am only reviewing the OSRIC in this blog, I will reprint them below:

A paladin is a holy warrior sworn to be and always to remain Lawful Good. If this vow is ever breached, the paladin must atone and perform penance to be decided by a powerful NPC cleric of the same alignment—unless the breach was intentional, in which case the paladin instantly loses his or her enhanced status as a paladin and may never regain it. Such a “fallen paladin” is in all respects a fighter, with no special powers, for the remainder of his or her career.

The Paladin class in OSRIC superficially resembles such legendary warriors as Sir Galahad or Sir Gawaine of the Arthurian cycle, but is more closely similar to characters described in the works of Poul Anderson. His Three Hearts and Three Lions is particularly highly recommended.


On first look, this is very similar to what is in the 1st ed AD&D rules. The first paragraph is almost identical to what is in the original rules. The wording is changed around a little, but the content is the same. They both reference lawful good, penance and the idea that the paladins could lose their powers, which would be irrevocable. It is interesting that the original states that no magic may restore their paladinhood, while the OSRIC does not explicitly state that. I am wondering if the authors did that deliberately to leave to door open to powerful magic (and I am specifically thinking of a wish spell). I suspect that they wanted to leave some wiggle room for the GM to consider this possibility.

It is the second paragraph that I find the most interesting in this write up. While Gary was clearly thinking of the older myths of Roland and Arthur, he did not come out and state that in the text. He hinted at them, and provided just enough to give us an idea of what he was thinking about. In the OSRIC, they specifically state that the class is intended to resemble Sir Galahad, Sir Gawain and the book Three Hearts and Three Lions. I think the addition of this second paragraph was a very nice touch, and augments the original write up. With this in mind, it can be said with confidence that the OSRIC meant to follow the spirit of the original write up, and I think it accomplishes this in fine fashion.

The rest of the write up in the OSRIC is almost identical to the original. The OSRIC lists out the restrictions of the class as they were laid out in the first edition. An individual word or two may be different, but basically it is the same information.

I think I have shown that as D&D has moved from the first edition of the rule set, we find the paladin class starts to deviate from this definition. By the time we get to 4th edition, the rule set is very different, and the noble ideals that went into the original text are long gone. It has been said that the strength of Gary’s write ups were the reading materials that he included in the DMG. In the later versions this disappears, and the rule set becomes more generic, which waters down the original flavor of the game. I think the paladin write ups is just one example of this.

Next up – Application of the Code of Chivalry in play.
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Paladin Series Summary For ease of reading, I will provide the links to all the blogs in the series:

Friday, January 9, 2009

The Paladin (Part 5B): Paladin evolution in D&D



In yesterday’s blog, I reviewed a number of the older Player’s Handbooks on what they say about the paladin class. I have three more to review today.

4th Ed Player’s Handbook

Let’s get started with the 4th ed Handbook. BTW, hold on to your helmets and coifs folks, this is not your grandmother’s paladin. The paladin entry opens as follows:

“I am the righteous shield of Moradin and a sword in his mighty hand! I fear evil!”

There are three opening paragraphs of fluff, and then it gets into the build options available for the paladin. Let’s look at some more of the opening fluff sections:

“Paladins are indomitable warriors who’ve pledged their prowess to something greater than themselves…..Take up your blessed sword and sanctified shield, brave warrior, and charge forward to hallowed glory.”

To be honest, this sounds like a champion, not a paladin. This is very different than the 1st edition paladin. Let’s continue to look at the builds available for the class.

A. Avenging Paladin

“You burn with the desire to punish the wicked and smite the unbelievers….Consider wielding a big two-handed weapon....that deliver the highest amount of damage.”

Ponder on that for a moment. This is akin to saying, skip plan A, and go right to the nukes. I have no further questions. Please pass me the dire super smiting two handed butt kicking sword, I have some punishing and smiting to do.

Let’s look at the other paladin build.

B. Protecting Paladin

“You emphasize defense, guarding your allies, and healing and bolstering them with a few powers….The protecting paladin works best as a shield carrying warrior…Select powers that help your allies.”

This feels like a buffing cleric to me.

Reading to this point in the players handbook, it feels as though this class, with the two builds that are laid out, are made for min-max miniature play. For all practical purposes, this is a champion that is made for battle.

There is one more section that I will review in this book, and that is the section on paladins and deities. In this edition, paladins can be any alignment, and have to be tied to a deity. Their powers, however, are not granted through their deity, but in stead through rites when they first become paladins. They can not be stripped of their powers. However, if they stray too far, they will be punished. The exact nature of this punishment is not spelled out, and I am not sure that it would be anything significant.

Let me add some final comments. In my view, this is a very different character than the paladins that I reviewed yesterday. Gone are all the tenants of chivalry. There are no divine mount rules, there is no mention of a code of conduct, and the strict alignment guidelines are gone. The concept of a universal law of goodness is gone. Concepts of humility, service, and honor, have been stripped away. What remains is a shell of what was originally created.

I realize that this last paragraph comes across as rather critical, and I do not mean it to be. My point is that this paladin is playing in a different game, and that game is not necessarily better or worse than any of the other games. This is a much easier character to play, as all of the harder role playing fluff has been pulled out.


Pathfinder Beta Rule set

When Paizo announced that they were going to put out their own set of rules based on the 3.5 rule set, I was very excited. Here was a chance to fix and clean up some of the craziness that had slipped in over the years. In my opinion, one of the draw backs of 3.5 is the rules bloat that comes with all the splat books and optional rules. Let’s take a look at the opening fluff of the Pathfinder paladin.



In case you missed, I will summarize the opening fluff of the Pathfinder paladin, again.



For those of you that do not have the book open in front of you, there is no opening fluff. None. Zip. Zero. Nada. Basically, Pathfinder moved all the rules over from 3rd edition, and left out the fluff. I think this is a shame. Now, to be fair, there is some fluff wrapped up in the rules, and most of the 3.5 rules have come over. There is a code of conduct. The code does mention punishment for those that wish to harm or threaten innocents. There is a section on ex-paladins that describe how one would lose their paladin hood. The text specifically mentions that if a paladin ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct, loses their paladin abilities. This seems rather easy, and I think players should be able to stay in the clear. As long as they remain lawful good and stay close to the code, they are fine.

Upon review, I am actually a bit disappointed in the write up. I think they should have had some flavor text right at the beginning of the book to give a feel for the character. I think this intro text breathes life into a list of rules. With out that, the rules seem a bit cold to me. I think this is a huge miss for the Paizo team, and I will provide feedback to them on their boards, as this is true for all the classes. Now it maybe that since this is the beta version, they may have stripped out all fluff in order to have people concentrate on the rules. I will reserve final judgment, until I see the final product.

Castles and Crusades

Troll Lord Games put out Castles and Crusades several years ago, and I consider it a rules light mix between first edition and third edition. I actually like the rule set, which is why I have included it here in this discussion, as I think it offers a good contrast to the other handbooks that I have reviewed.

One of the things I really like about the book is that at the beginning of the class section, they have a quick summary of each of the classes. One can consider it an executive summary of what is in the section. For the paladins, the summary reads as follows:

“Paladins are the holiest of warriors, living lives of purity and good while serving the religious precepts of their deity. They are dreaded by their foes for they serve as the martial arm of religious justice.”

That is very elegant. Before jumping into the paladin section, I want to stop briefly in the knight section. In 3rd edition, the cavalier was dropped, and was not added back in. C&C adds the knight, which is a descendant of the cavalier. One of the things I really like about the knight write up is that it has an example code of conduct. There are 12 terms that get defined, and upon reading through them, they are very straight forward. The text is also clear to point out that this is an example, and that the player and the GM are encouraged to adjust this as necessary. This is a nice touch.

Jumping into the paladin, in the opening section, there are eight paragraphs of fluff. The high-lights include:

A. In the constant battle between good and evil, this holy warrior strikes terror into evil creatures and inspires other to greater good.
B. It is their belief in their deity that gives them strength and divine powers
C. They serve the code of conduct, and it is the greater good that drives their action.
D. Every deity or pantheon has a moral code that dictates what is acceptable.
E. They do not associate with evil
F. They can lose their powers.

I have to say that this is very well written, and I think captures the spirit of the first edition, and adds to it in a complementary way. I will just hit on a couple of items, although I probably could expand quite a bit on all of them. Firstly, there is a code of conduct, and the paladins follow it. I think this is really fundamental to the class. If you are not going to attach chivalry to the paladin, the character is less because of it. This will be the subject of my next blog. Secondly, the attachment to a deity is important, and there is recognition that each deity is a little different, and dictates what is acceptable. Again, I think that is also an important concept and I will describe this at length in an upcoming blog.

In conclusion

I started off yesterday’s blog going through the different Player’s handbooks, and I finished this up today. I think it is fairly clear, that the paladin has changed slightly with the different editions of the game. There is a common perception that all the paladins in the various games are the same, and I hope I have shead some light on that myth. There are some very notable differences, along with some subtle ones. I do want to say that I think I think the Castles and Crusades’ version is best write up of the six that I reviewed. While they are all rather similar in mechanics, which is why I did not spend a lot of time reviewing this, the fluff and flavor are different. While in a role playing game, there are certain latitudes that can be taken with a character; the way that they are writing can have a huge impact as to what is considered acceptable within the confines of the rule set.


Next up – Application of the Code of Chivalry in play.
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Paladin Series Summary For ease of reading, I will provide the links to all the blogs in the series:
Part 1A

Thursday, January 8, 2009

The Paladin (Part 5A): Paladin evolution throughout the D&D editions


To kick off the final section of the paladin in the D&D game, I want to first review what is actually in the Player’s Handbook. I will review a number of sources as I think it is good to know what is actually in the various books and what is not. There are some subtle and not so subtle differences between the editions. As I go through my analysis, I am going to gloss over the paladin abilities, and concentrate on the role playing aspects of the class.

General overview

The paladin fills the niche between a fighter and a cleric. He is considered a front line fighter with some cleric abilities. The paladin is clearly not as good as the cleric, but very similar to a fighter in terms of fighting ability. If the cleric is on one end of the scale and the fighter is on the other end, I would rate the paladin as closer to the fighter than he is to the cleric. Over the years, there have been a number of PrC’s and other paladin alternatives created in an attempt to move the paladin either closer to the cleric or to the fighter, in order to give the class a bit of diversity in terms of abilities and flavor. The paladin is thought of as the ultimate lawful good character, and that leaves some players feeling a bit constrained by this stereotype. As I mentioned in my first post, I am a fan of both the fighter and the cleric, and any character class that falls in between, is of interest to me.

1. AD&D Player’s Handbook

What better place to start than the original book where the class was introduced. Gary writes, “Law and good deeds are the meat and drink of paladins.” It is in the second paragraph of the text that lays out the role playing fluff of the class. Specifically it mentions that if a paladin commits a chaotic act, he must seek forgiveness, and if he ever commits an evil act, his powers are stripped away. In addition to this fluff, there are five major restrictions that are listed out:

a. Limit 10 magic items
b. Restriction on keeping wealth (this is not a vow of poverty by any stretch as paladins are allowed to build a castle)
c. Tithe to the church
d. Restrictions on the adventuring party – good only
e. Requirements of service and alliance

It is interesting to note that there is no mention of faith or patronage to a deity. The closest comments to this would be the requirement to tithe and the requirement for penance if they do a chaotic deed. Upon review, Gary is clearly linking the paladin class to the historical knight class, and there is a striking resemblance to the old knightly orders of the Templars and Hospitallers. There is no mention of a code of conduct or a code of chivalry. I do agree that there is an implied code, but it is not spelled out directly. The only role playing requirement is that the paladin be lawful good, and act within that alignment framework. When reading through the entry, one gets the feeling that the paladin should be a force of good. There is an implied Judea-Christian foundation underneath the text, and frequently I see people quoting Christian ideology as a source of role playing guidance, but this is not directly spelled out in the text. I fully agree that there is a requirement to obey a universal law of goodness, but it is left to the players and GM to figure out what that really means in game terms. It is this fuzzy definition of the universal law of goodness that often causes heated debates as there is a sense of a universally understood moral code, which Gary is tapping into, but when it comes to specific definition of game behavior everyone’s sense of definition is slightly different. Folks will start quoting other references, but no one reference is superior to another in game terms. I will get more into this in my upcoming blog.

As a final note, this paladin has implied humility to it. He has to pay tithes, he has to give to charity, there is a limit on the wealth he can keep. The terms service, confession and penance are used to describe various element of this paladin. They do not attract men at arms like fighters do. This is a small note at the bottom of the entry, but I think it helps define the character of the paladin. This is not a brash or arrogant leader, but rather a humble protector of that which is universally acknowledged as good.

2. Unearthed Arcana

In this book, a new class, the Cavalier, was created that puts the paladin underneath it, removing it out from under the fighter. It is in this book, that the paladin looks more and more like a traditional knight, and it harkens to the days of King Arthur and Roland. This move also seems to align the paladin class to the implied military requirement of chivalry. This book also introduces power creep into the class, as it is now noticeably more powerful than it was before. In my mind, the class now becomes slightly less playable, as the usefulness of a mounted knight (human on a horse) is a bit limited in a dungeon environment.

3. 2nd Ed Player’s Handbook

I will not say too much about this book, and its influence, as I do not own it. So moving right along to 3rd ed.

4. 3rd Ed Player’s Handbook

In the 3rd ed Player’s Handbook, the fluff gets expanded on significantly. Where as the 1st edition had but one paragraph of fluff, the 3rd edition now has 10 paragraphs in the opening section. Some of the key attributes and requirements are as follows:

a. Compassion to pursue good, uphold the law, and defeat evil
b. Adventures as quests, with the paladin now seen as leading campaigns against evil
c. Divine power is now stated as what gives the paladins their special abilities
d. Paladins can be unaligned or aligned to a specific deity
e. The concept of paladins being called
f. Paladins can now be a number of races and are not limited to humans
g. The paladin is still considered a melee (fighter) type, and still fills a niche between fighters and clerics
h. There is specific mention of a code of conduct

It is very evident that the authors have taken the information from the 1st edition, and have expanded it considerably. I suspect that they wanted to further define the implied universal law of goodness, and add an element of righteousness to it. The paladin in the first edition had an element of humility to it, but this paladin has the feel of an epic divine champion. The names of the class features says it all: Aura of Good, Aura of Courage, Divine health, Divine Grace, and Smite Evil. There is nothing humble about this character. This character is a crusader against evil.

The last thing I want to mention is the code of conduct. I actually think it is significant that the code of conduct is specifically called out. The items called out are similar to what was in the first edition version, but there are a couple of slight differences. The one that I want to bring up is, “…punish those who harm or threaten innocents.” Punishment is an interesting term. There is an element of judgment associated to punishment. When I say judgment, I do not mean a subjective judgment, but rather a judgment that comes from a authority to judge, and that means there is a legitimacy to it. This implies that the paladin is authorized to judge and issue out judgments that are legitimate. This is very similar to the power that a commanding officer or a captain of a ship would have. Both have authority to issue out judgments that are legal and binding. Punishment is very different from mercy. Punishment is punitive in nature. Forgiveness and redemption are not apart of punishment. While the text does not give examples of what punishments are appropriate, there is an implied tone of what this really means in the dungeon environment.

Next up

In my next blog, I will continue on with this discussion and focus in on the 4th edition, Pathfinder Beta Rules, and Castles and Crusades.
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Paladin Series Summary For ease of reading, I will provide the links to all the blogs in the series: