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Een vertaalprobleem melden
he NEEDS a God, just like a Cleric and a Warlock
it's the god that gives him holy powers
For example, the paladin of Tyr had obviously fallen from the path of Tyr if he was consorting with Zariel. But he didn't use Oathbreaker powers, so some personal interpretation may be in play for paladins in 5e (or at least BG3). For context, if it was pre 3ed, the paladin would have lost all of his powers and become a fighter until he atoned.
The reason I brought up the example above is to show how different interpretations of paladin can all be right, in their own specific context.
Your full garbage claims have no real rule basis.
Yes I hate all religions equally and do not want to roleplay them. Fortunately this game leaves the choice for me to decide what I roleplay. Nobosy has to role play things they do not want.
As it should be.
And your Honor, I rest my case--the defense has done my job for me. Can we break for snack now? Also...nobody tell them that there is Selune all over the place in Act 1 or that clerics exist...
*Swings the mighty Neckbeard hammer* Yes 10 minute intermission sandwich break.
Order! we are still on Sandwich break!
You probably have no idea what I'm "mumbling about" because you either 1. Didn't bother reading the 5th edition DM Guide Book or 2. Didn't notice how messed up it is.
Paladins get their powers from the Divine. Even the DM Guide book says that. But the biggest cause of confusion in this whole topic is also from the DnD DM Guide. They completely change the meaning of "divine" to any being, idea or philosophy that the player believes in. But then they have entire sections on Gods and Pantheons and encourage the application of religion within the DnD universe. To make matters worse, they state that Clerics need a deity but then later on they group them with Paladins in not needing a deity. Then, to make matters even messier, they state that a Paladin gets his powers from personal belief while also stating that "A philosophy that only one person believes in isn't strong enough to bestow magical power on that person." (DM Guide Book, 5th Ed, page 13). So which is it? In one section, the Paladin's personal oath/belief is so strong that it grants them magic powers but that is clearly contradicted in the same book on an earlier page. It makes a lot more sense to just say that the Paladin gets their powers from a Divine benefector (aka God/Goddess) the same way as a Warlock gets their magic from magical benefector (aka pacts).
They couldn't make up their mind and the editors either missed the conflicting information or just didn't want to bother with it. The 5th edition DM Guide Book is a total mess because they tried so hard to please everyone that they accidentally made a ton of contradicts on lots of different topics (species, religions, powers, for example).
So to solve the whole mess, the games devs might as well fix it by carrying on with the whole idea of "Player's Choice" and at least make it an option. You get your anti-theism, others get their deities; everyone is happy. Divines forbid we give players more role-playing options in a role-playing game.
THere are no allignemts in the game anymore. So you can be a total murder Hobo paladin. All you need is to "swear" and dont break your swearing...... but.... well since its made for target audience you cant realy "Fall as a paladin" suffering harsch penaltys..... you only become a oathbreaker wich is basically as powerfull as a paladin anyway.
Dont forget..... for maximum Immersion you need to scream "i Swear" everytime you use smite.
I agree the guidebook is a little confusing, especially with regards to clerics.
The way divine magic has changed in 5e seems to me that before it was almost exclusively granted by deities. In 5e, divinity seems to be a zeal, conviction, passion, or will in life. Like the power of existence itself. If those are strong enough, inner divine magic is possible. It can also be granted by a god of course.
The part that says "A philosophy that only one person believes in isn't strong enough to bestow magical power on that person." I think is more referring to specific individual beliefs instead of a shared concept (like protecting nature, devotion to good, revenge against wrongdoers)
For instance: a belief that "Peanut butter sandwiches are sentient, it is my oath that I prevent others from consuming them" probably wont give you divine powers, but a more general belief that: "Undead deserve to be exterminated due to the destruction they bring" would be something that could grant powers. If I was DMing, I would let a character start as a fighter and as they convinced people that peanut butter sandwiches really ARE sentient, their divine powers could begin to manifest and become a Paladin with an oath of devotion to peanut butter.
Well anyways, as it stands, Paladins can be a follower of a god or not. I think its fine if players can choose where their power comes from.
It's not though.
Also where the hell did you get the idea that a warlock needs a god? Warlock pacts aren't even with gods to begin with, nor do they need the patron after the pact is first made; it's not a constant relationship.