and educational.Jeloran wrote:This is very entertaining.
if only more forum contentions were like this.
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and educational.Jeloran wrote:This is very entertaining.
Why should the great bell of Beaulieu toll when the shadows were neither short nor long?
Actually, they can. They can absolutely walk through any planar gate, just like anyone else can. There is literally nothing stopping them. Even discounting the myriad direct gates, both naturally occurring and deliberately crafted, and the fact that Solars have access to both Wish and Miracle, the City of Doors still connects everywhere to everywhere else. No matter how many times a thing is said on this thread, it takes more than repetition to make it true.yellowcateyes wrote:The discussion would be assisted by reading closely the replies written thus far. As pointed out many, many times in this thread, the denizens of the planes are limited in their dealings on the Prime Material. Archdevils can't decide to walk through Cormyr on their own, nor can Solars simply show up, unbidden, at the gates of Zhentil Keep.
Your understanding is wholly incorrect. I have exactly one non-good character on this server in the last year. A solid quarter of the characters I've played above level 3 are paladins. My problem isn't with the alignment or the class being stupid. I'm just pointing out that the most common interpretation of paladins is entirely correctly referred to as "lawful stupid" in a lot of places.yellowcateyes wrote:I understand you have a strong partisan bent against the Good alignment, and paladins in particular. However, trying to impose a twisted reading of the setting to render an entire alignment - and class - as limited to "stupid" and pointless endeavors is not just unfair. It's also nonsensical, and goes against a plain reading of the core books.
The entire history of the FR setting begs to differ. Big bashers like the Simbul and Elminster can barely make a difference most of the time. There is no Samwise Gamgee on Abeir-Toril.yellowcateyes wrote:It is also, to be frank, an unexciting and uninspired interpretation of the lore. The planar setting has been set up so that, despite the power and divinity of the greater forces in the universe, low-level adventurers and common people can still have a significant effect through their own choices and actions. The fact that "small people," through their exercise of choices and individual morality, can change the world is the foundation of this canon. And that is more compelling than the alternative.
If nothing any character ever does will ever change the status quo, that goes against the grain of D&D and roleplaying in general - the empowerment of players through the choices they make.
So yes, when a paladin and a blackguard fight each other, it is significant who wins. When a people's faith in a region is supplanted by another, it is significant for the powers that be - the deities that live and thrive off of the power of faith. Saying otherwise is just being obtuse.
You misunderstand what is being said. The presence of outsiders in the Prime Material is of a limited and specific nature. There are a variety of reasons for this, only the least of which is ability to get there. For example, see Fiendish Codex I, page 10:Rystefn wrote:Actually, they can. They can absolutely walk through any planar gate, just like anyone else can. There is literally nothing stopping them. Even discounting the myriad direct gates, both naturally occurring and deliberately crafted, and the fact that Solars have access to both Wish and Miracle, the City of Doors still connects everywhere to everywhere else. No matter how many times a thing is said on this thread, it takes more than repetition to make it true.
Slaying evil is neither stupid nor counter-productive for a paladin, when redemption is not an option. It is, in fact, the raison d'être of the class, with its mechanical class feats firmly associated with doing battle with evil creatures.Rystefn wrote:My problem isn't with the alignment or the class being stupid. I'm just pointing out that the most common interpretation of paladins is entirely correctly referred to as "lawful stupid" in a lot of places.
Your interpretation of FR history begs to differ. Rather, the history of the planes, of deities, and of religions suggest a multitude of powers keenly interested in the choices and faiths of individual mortals.Rystefn wrote:The entire history of the FR setting begs to differ. Big bashers like the Simbul and Elminster can barely make a difference most of the time. There is no Samwise Gamgee on Abeir-Toril.
I love quoting myself, and this has already been quoted, so I'm going to quote it again, for good measure.Ecstatic wrote:Why are we citing the opinions of someone who hasn't written D&D setting cannon in two decades? Arelith is at least somewhat FR-based, and Gygax got cut out of setting writing on account of being a crazy old man with loads of very sketchy views. He hasn't touched a FR authorship in my lifetime.
It doesn't matter what Gygax thought. What matters is what Paladins are to Arelith, and they sure as heck aren't in line with canon. Not in the same ballpark, not even on the same continent.The Rambling Midget wrote:I think that the question which needs to be answered before any discussion can begin is "what is expected of Arelithian Paladins?"
Most classes here have taken some divergent path, if only slightly, from the original intentions of Forgotten Realms lore, so it follows that Arelithian Paladins may follow a somewhat different standard.
The bold does a good job of summing up my post.Seven Sons of Sin wrote:And I'll disagree with Rambling here, or perhaps take a different approach, and say that the reason why paladins in D&D canon and Arelith canon are incongruous is nothing to do with the setting, the environment, or what have you, but the difference in the playerbase. There's a lot of stuff to know if you want to play a "canon" FR paladin- but we support an environment where it's unnecessary, which has its immense amount of benefits.
CG characters are often played as angsty, sarcastic wannabe mavericks who like spouting one-liners before killing some villain, both in NWN and D&D in general. They are also the hipsters of fantasy worlds, and it's easily my least favorite alignment.Razmo_de wrote:I always thougt the idea was nicer, that conversion from evil to good (or vice-versa), is a significant shift in the balance of things. Stabbing with a sword more likely furthers status quo, though it may change the world near you little more to your worlview. Both because its harder to convert people than stab them. And because it generates more RP in a world like arelith.
So yeah, if your Paladin is making the world a better place (pet kittens and stuff) and convincing people to be nice and helpful to each other, thats some good (and GOOD) RP in my eyes.
I don't know much about Paladins though.
No one ever talks about CG characters, do they?
UilliamNebel wrote: Wed Feb 12, 2020 10:24 pm You're right. Participating in the forums was a mistake. Won't do this again.
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