Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site tilt.FUN Path: utzoo!watmath!clyde!burl!ulysses!allegra!princeton!tilt!chenr From: chenr@tilt.FUN (Ray Chen) Newsgroups: net.games.frp Subject: Re: Paladins Message-ID: <283@tilt.FUN> Date: Sun, 5-May-85 18:03:27 EDT Article-I.D.: tilt.283 Posted: Sun May 5 18:03:27 1985 Date-Received: Mon, 6-May-85 02:01:33 EDT References: <544@udenva.UUCP> <380@ttidcc.UUCP> <684@umn-cs.UUCP> <5189@ucla-cs.ARPA> Reply-To: chenr@tilt.UUCP (Ray Chen) Distribution: net Organization: Princeton University EECS Dept Lines: 22 Summary: In article <5189@ucla-cs.ARPA> reiher@ucla-cs.UUCP (Peter Reiher) writes: >I think that people who say, "Well, any religion can have a paladin." have >a point, but they blow it by allowing their paladin to have the same powers >as the AD&D standard while living up to lower obligations. If you are going >to have your blood-and-guts war god have paladins, then give them a set of >powers more appropriate to that god. Paladins are extremely powerful >characters, except that they have inconvenient obligations which they must >meet which cripple them somewhat. If you remove those obligations, you've >destroyed the game balance. Less realistic, too. Untrue. NOTHING could be more painful than opening a door, discovering 3 Balrogs, and as everyone thinks "Let's get OUT OF HERE!!!" having the paladin of the blood-and-guts wargod go "CHAAAARRRGE !!!" There are other situations that can be just as bad. For example, when you're facing the traditional enemy of the paladin's religion. Or better yet, "Guys, do we REALLY want to desecrate this temple? This could be VERY painful. Oh, sh*t, somebody grab the paladin before he..." Ray Chen princeton!tilt!chenr