Should a Paladin only be able to recruit good / neutral aligned characters?
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- Should a Paladin only be able to recruit good / neutral aligned characters?92 votes
- Yes. There should be limitations on how Paladins recruit19.57%
- No. Leave it as it is.65.22%
- Requires further discussion.15.22%
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But I remember the first time I played BG, having no idea who these NPCs were and what I would need. I recruited Monty and Xzar first thing. I was actually pretty shocked when I looked at their sheets! I decided to keep them for a bit and see what happened. I remember laughing at what losers they were until I got to FAI, where one of them was killed by the bounty hunter and the other went screaming off in terror (I don't recall who did which). I dumped them both immediately. And that was the last time I had an evil character in party longer than it took to look at their character sheet.
I think the existing system works fine. It's fun on those early play throughs to not know who's what and have to play trial and error. And I think if you're playing a Paladin well, you should have a 20 reputation soon enough and those evil types won't stick around anyway! And that's exactly as it should be.
edit: actually as @atcDave says: Repuatation should sort that out. Why does that guy have to be so reasonable anyway hmm?
And hey, thanks for calling me reasonable, I don't think everyone agrees!
Of course, the classical extremes are never going to mix well - but those are the classical extremes, and there are many different shades of good and evil. I don't see why a knight would turn away a skilled fighter simply because said fighter is maybe a little crazy and self-centered.
but how to do it requires more discussion
also what about Blackguards
they are evil Pqaladins
Personally, I plan to make my next paladin runthrough use a strictly NG/LG party (except maybe Sarevok). New party combinations are always fun, but since it might not be for everyone, no need to force that play style on the masses.
In PnP games, I allow a little more flexibility, in that they're allowed to travel with evil people, so long as they keep them on a very tight leash and try their hardest to rehabilitate them; neutral people are just sort of tolerated. Cohorts, henchmen, hirelings, or retainers, totally have to fit the "good guy" bill, unless the player wants some sort of undercover evil in their midst (I've been the player to ask for things detrimental to my character's mental health for some development, before...so have people I've played with) or in the case of randomly generated retainers, I roll an undercover assassin.
All in all, this would be solved by narrowing the NPC breaking points. If evil NPCs would leave at 16 rep and start complaining at 14, you'd hardly be in the situation of having a paladin parade around with evil NPCs long term. They could be recruited to do what is neccessary, but part ways after a short while. 18 is simply too close to 20; there isn't SUCH a great benefit from going the 2 points higher. Usually, the benefit of keeping the NPC outweights the benefit of 20 rep. If the difference was bigger, it would reflect the different goals of the paladin and the evil NPCs better.
I think you can headcanon your Paladin recruiting evil people in some circumstances, and all the RPing is headcanon, anyway, so keeping it as-is or handling this delicately would be better.
Also, druids are pretty big on self sacrifice - they dedicate their life to protect nature instead of other people, but it's still altruistic. Yet they must be neutral, though the protection of nature is a good thing (you get + rep from protecting the tree). They are definitely interested in keeping the balance.
The description of the neutral alignments also includes the interest in not taking a side, or switching sides in the middle of a conflict to restore/keep balance. On the other hand, evil characters also like having "nice things happen", they just define "nice things" differently ("nice for me" instead of "nice for everyone").
Self sacrifice doesn't make "good" by default.
But they may also see things that others do not, for whatever reason. They might see a way to turn Viconia from her "evil" ways, for an example. Or give greedy Kagain a chance to come around. But I agree that some, like Edwin, would be a bigger stretch.
But anyway, no, I think that the choice should remain in the player's hands on how to deal with them, in all anspects. Including the option to recruit them should we fancy to do so.
As I indicated above, I don't knowingly adventure with evil characters when running a paladin, but I think the BG reputation system is a good enough mechanic for encouraging that behavior. It would be awesome if more of the shady/evil sorts could be won over, I know in PNP I've often seen such stories. But with only one exception I can think of (or is it one and a half?) the BG series is too simple for that.
I think there's a great historical example; compare the Knights Templar with the Knights Hospitaller. Both groups could be considered Holy Warriors, even the same religion (Roman Catholic, and no I'm not looking to debate any theology here); yet both behaved quite differently. Templars were pretty aggressive Crusaders, looking to stamp out infidels. While Hospitallers were more concerned with protecting pilgrims by providing safe passage, mobile security and medical care. At times, both groups behaved very similarly (many battles had both Templar and Hospitaller contingents in the order of battle); but their mission statements were different and they often behaved in very different ways.
Again, I'm not trying to make any value judgements, I'm only pointing out two groups of the same religion with similar values could be similar and different at the same time. I can easily imagine groups of Paladins taking very different philosophies; ESPECIALLY if there are multiple lawful-good religions as a starting point. And ultimately, I think the tenets of the lawful-good faith should determine behavior.
Prohibiting a Paladin from redeeming Viconia would be just plain dumb.
Don't introduce layers upon layers of unnecessary mechanics, especially when they will only cause brain damage to the developers who end up having to program exceptions for NPC's like Sarevok who *could* - but don't have to - be turned into a Good NPC.