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I get what you're saying about how the game handles alignment shifts though, and that I agree with. At the same time, I haven't had any problem staying within my alignment sphere without having to resort to picking options wildly outside my alignment. With a paladin specifically, it seems like there are no shortage of "lawful" or "good" choices to pick from, even if they aren't always strictly lawful good. I think part of the issue is they tried to be too specific with the alignment choices. I think a good/evil law/chaos axis is all you really need. We didn't need specific neutral good or chaotic good choices.
I do think they at least put more effort than most games into dialogue, so credit where it is due. Still, as a whole the alignment system causes more headaches than it is worth, and I'm glad future editions have moved away from having it feature so heavily in game mechanics so it is easier to just houserule it out completely.
That's a good definition for the LN Paladin :)
Now there are lone Paladin, Knight Errand that roam the realms helping thoses in need and fighting evil where he is. Thoses Paladins still submit to a higher power that provide them abilities and follow a code. They would be the NG paladins.
To get paladin "education" you need to be drilled both martially and in the ways of the god you serve. I just don't see how such a character can be anything but lawful. Isnt code suggest that you are lawful by default? You cant choose neutral position when you have to follow it?
The kind of morality system in a game like POE 2 or Tides of Numernera does a slightly better job of representing morality as a spectrum of specific tendencies, possibly overlapping. Still not perfect, but at least it's more specifically descriptive of personality types and values - honesty vs. oppurtunism, rational vs emotional, pure altruism vs. mutual self-interest, pragmatism vs. idealism, etc. These are the sorts of things that define moral tendencies and perspectives.
Another angle we can take is to say that faction systems represent alignment better than alignment does. The classic precedent for this in DnD is the Planescape setting. Being a member of The Harmonium or The Mercykillers is a lot more specific than being lawful neutral. Factions give players more specific, fleshed out moral conflicts that are relative to a given world or setting.
That is a lot more like how moral perspective and alignment works in reality - people have loyalties to specific groups with specific philosophies.
Some people define "the good" iike a luddite - they value the natural order of things and see technology and mass society as evil. Other people define "the good" as personal virtue, ala Artistoltean virtue ethics. Some people define "the good" in terms of self-sacrifice. Some societies are "warrior societies" where "the good" is about strength and honor. Some people believe in pragmatism or have a "greatest good for the greatest number" philosophy. Others disagree with this and believe that rules should be followed even if it doesn't produce the greatest good for the greatest number - the greatest good is the principle of the good itself. And so on.
These are the things that define cultural moralities and personal ethical philosophies. Good/Evil/Law/Chaos can't describe this well.
I can't help but think like this - in terms of specific ethical philosophies - after loosely studying ethical philosophy from The Greeks to today.
When I learned that meaning (many a year ago *old people coughing sound*), we houseruled that there could be paladins of all non-evil deities as the "sword arm" of the church, adjusting the "smite" and other classfeatures in a way that they best worked against the "enemies of the faith.".
Evil deities got "anti-paladins" of our own making until the games introduced their own take of those..:)
Yes, that meant some neutral "Paladins" got "smite good" since the major rival of the deity in question was a good deity. :) You cannot imagine the whining. But it worked well and did not break the inherent system.
The alignment issue was tricky and is tricky. Basically we did the same thing as the current
cleric system now, with one exception. We ruled that the Paladin has to be "strictly" the alignment of the deity when he is created and may only deviate in alignments as a cleric could.
Yes, that means a LN paladin could actually turn LE/True Neutral without losing their power. Which is not illogical, considering the cold lawfulness of a LN who "has seen things" could swing into a "if you are a deviant, you die" mood without giving up the tenants of their deity.
Alas, the paper system is limited to LG and for good reason (at least with the current ruleset of PF). What they should do is allow a Paladin to go to a cleric and trigger an "atonement" quest, paying for the spell ("atonement") and then triggering an encounter that will not give XP and which the paladin has to overcome himself. Well, that is how I would have done it..problem solved within the legal constraints of the system as it is now.
It might be a generic code of conduct, demanding honesty, accepting surrender, never drinking alcohol between 5am and 5:45am (for reasons), showing respect to just authority.
Or it might be more specific if the paladin follows a specific god.
That could sidestep the eventual (and often ineivtable) "is genocide good?", arguments.
Yeah. They kinda stole our house rules from the 80s. Those thieves..:)
So only good deities should have special, powerful mortal warriors for their cause?
That limits the deities who can have "paladins" to LG, LN, CG, NG.
Even if we consider druids the "paladins" of neutral nature deities (not really, for the sake of argument), all other deities get "shafted" by not being "able" to create "Paladins", read "champions of their faith/alignment with special powers" amongst their mortal followers...apart from clerics. The other deities get those as well.
I think that is the main complaint many have about Paladins and their strict adherence to LG.