Well, it’s that time again. A new campaign is on the horizon, though currently still in beta stages. In keeping with my history of DM’ing, I’m throwing sanity (and hopefully not game balance) out the window and remodeling the rules as I see fit. This post deals with the Paladin.
Firstly, a little bit of retrospect. I’m infamous as being a Nazi-DM. The players both love it and hate it because I allow them to power game till their little hearts are content, but at the same time I’m very good at keeping them in check due to my “fuck rules” attitude. As clichéd as it may be… “I’m tough, but I’m fair”. This doesn’t mean that I run a complete hack and slash campaign. I still enforce role-playing, but allow the players to power-game it up at the same time.
Anyway… onto the proposed changes. Let me know what you think.
1) “Lay on Hands” is tweaked slightly and renamed “Zeal”. Instead of being a healing ability, it has turned into a resistance ability. The mechanics are the same, except that Paladins can now choose to ignore “X” damage per day instead of healing “X” damage per day.
2) Paladins now gain Damage Reduction to represent their great devotion to their mission.
3) After certain levels, any weapons held by a paladin gain the abilities “Good” and “Holy”.
4) Paladins gain the effects of the “Diehard” feat for free when fighting against anything evil. This again represents their extreme determination and drive to cleanse the evil.
5) Paladins do not chose their class, they are chosen by unknown forces. If a player starts the game as another class and wants to multi-class into a Paladin, I am not against it, however, he should be prepared to have significant changes made to his character.
6) Paladins are “insane” for lack of a better word. As stated above, they do not choose to become Paladins, their path is chosen for them. Paladins hear voices in their head. These voices will more often then not guide them to evils, give them quests, etc. This serves as a direct conduit for DM-to-Player in game hints and makes Paladins a bit more interesting to play. Paladins are understandably rare as a result of the circumstances that make one a Paladin. This is loosely based on real life historical “Paladins” (Joan of Arc, etc), and several games of “Hunter: The Reckoning” that I’ve played.
To be blunt, I felt that the current Paladin was a wimp. He had a divine mission from his god and no backbone to accomplish it… so I turned him into a holy rolling tank capable of destroying damn near any evil he comes across. I haven’t figured out what levels he gains his new abilities yet, but I’ll chuck ‘em on shortly.
Let me have some feedback on it? 0.o
- Music:Pelican - March into the Sea