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2021-05-15, 03:07 PM (ISO 8601)
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Re: The Problem with Paladin Villains (spoilers for SoD/GDGU)
I think the key here is the "reasonable" part of said precautions. If the paladin is fed a lie from birth that goblins are inherently, irredeemably evil (which is false), and that their very existence empowers evil gods that then do their dark bidding upon the world (which isn't actually that far from the truth), what counts as a "reasonable" precaution? Question your superiors, your peers and your culture? Is that reasonable? Should every paladin automatically distrust everything they're told in case they're being fed lies about who is good and who is evil? Even their own Detect Evil isn't infallible, given the ways to prevent it from yielding results, or even fool it into yielding false results.
I think people don't realize how frighteningly easy it is to create a culture that believes false things and is manipulated into doing harm to others. This happens constantly.
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2021-05-15, 03:08 PM (ISO 8601)
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Re: The Problem with Paladin Villains (spoilers for SoD/GDGU)
We can't know exact rules reason why Miko fell because Miko isn't an actual game character and Rich Burlew is not writing in a way strictly adherent to any specific version of D&D.
But here, since everyone wants to talk about the rules, let's talk about the rules:
The rules for D&D alignment are not complete. They are guidelines that propose a specific shape of a moral system. The exact specifics of Law, Chaos, Good and Evil for any particular setting must be decided by a living human serving as a dungeon master. The rules understand that when it comes to the players, what they consider good, evil etc. is subjective and depends on acculturation.
Alignment is prescriptive for non-player characters only. That is, a dungeon master picks an alignment for a non-player character to serve as a guideline for general behaviour of that character. If a dungeon master plays a character with known alignment in a seemingly out-of-alignment manner, either that dungeon master is relying on some information their players don't have (mind control, approaching alignment change, etc.) or they are simply bad (as in unskilled) playing that alignment.
For player characters, alignment is descriptive, that is, actual behaviour determines alignment. What alignment a player picks for their character at character creation is hence not final, it is just a pledge about what kind of character they will play. If a player fails to follow their pledge, their character's real alignment will be adjusted to match whatever alignment best fits. The dungeon master makes this determination from the position of near-complete knowledge and their ruling is final for their game, above and beyond written rules.
As an author of a story, the Giant, by their own description if you hunt down their quotes about Shojo, treats their characters like a dungeon master would treat non-player characters. That is, they picked alignment and role in a story first for their characters and have written their actions based on that choice. They did not write their actions first and then try to puzzle out which alignments would fit. From the Giant's perspective, Miko is a villain and was always a villain, because her borderline alignment and fall away from Lawful Good was predestined from the start.
So if OotS was a real game, then the exact rules reason why Miko fell would be because the Giant, as a dungeon master, predetermined it.
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2021-05-15, 03:22 PM (ISO 8601)
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Re: The Problem with Paladin Villains (spoilers for SoD/GDGU)
To be fair, it never goes quite that far in OOTS:
Spoiler: How The Paladin Got His ScarMiko: I have a question. I am not a paladin yet, so I cannot call upon the blessed power of the Twelve Gods to determine which hobgoblins are evil. How shall I know which are fair to attack?
Gin-Jun: An excellent question, and I am glad you are giving these concerns the weight they deserve. It is important to remember simply that hobgoblins are usually evil, and even those that may not be so still worship an evil god, or defend an evil social order, or grow food for evil warriors, or give birth to evil children. It is enough for us to destroy their evil society, and let any who survive reflect on the path of wickedness. Never hesitate to punish evil or support for evil, or tolerance for evil.
Miko: Thank you, Master. You are wise, and I will do my best to follow your example.
However, a part of that might qualify as "a lie that Azurite paladins have been fed from birth for generations."
Specifically:
Spoilergive birth to evil children.
, given The Giant's position on humanoid alignment.
Last edited by hamishspence; 2021-05-15 at 03:40 PM.
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2021-05-15, 04:28 PM (ISO 8601)
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Re: The Problem with Paladin Villains (spoilers for SoD/GDGU)
I must disagree. Valuing freedom of choice can be considered a chaotic trait, but it is also a trait of Good. You cannot reward or punish someone for making a choice if there was no actual choice. You cannot force someone to feel devotion and love. Good-aligned characters understand this, and therefore value freedom of thought and freedom of action, even when it includes the possibility of choosing evil. You must have the possibility of choosing evil in order to be rewarded for choosing good. Good cannot exist without evil also existing.
Respecting the dignity of sentient beings also requires allowing them personal freedoms, and that is a definitive good trait.
The Harmonium losing the third layer of Arcadia was an example of favoring lawfulness over good. Lawfulness can argue that enforcement of behavior leads to peace and stability. Javert is a Lawful Neutral character because he respects only justice, with no place for personal freedom or mercy.
This might be the key to my whole problem with how paladins are depicted in OOTS. They aren't trying to be good. They are motivated by pride or power or hatred and restrict their actions just enough to stay within the letter of the law in order to keep their paladin abilities or status. And they get away with it until they cross an arbitrary line and the gods decide to kick them out.
But paladins are supposed to derive their abilities from their devotion to righteousness. The whole idea of paladinhood is that they gain their powers through being genuinely good people. In OOTS paladins are allowed to game the system, and it just feels wrong. No devotion to righteousness should mean no paladin abilities, but in Stickworld you can stay a paladin as long as you are living the letter of the law.
That seems to be Rich's point in creating such characters - to show how wrong this approach is. In a metacontext he is saying "I know these aren't real paladins. That's the point."
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2021-05-15, 04:37 PM (ISO 8601)
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Re: The Problem with Paladin Villains (spoilers for SoD/GDGU)
And according to the Atonement spell, paladins who commit those lose their powers until they get a spell which specifically requires them to recognize what they did wrong and repent for it, so..."willfully" not actually the loophole Shadowknight's trying to have it be.
Orth Plays: Currently Baldur's Gate II
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2021-05-15, 04:39 PM (ISO 8601)
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Re: The Problem with Paladin Villains (spoilers for SoD/GDGU)
Any god with paladin levels can grant paladin spells to worshippers of that god.
https://www.d20srd.org/srd/divine/di...tm#grantSpells
Grant Spells
A deity automatically grants spells and domain powers to mortal divine spellcasters who pray to it. Most deities can grant spells from the cleric spell list, the ranger spell list, and from three or more domains. Deities with levels in the druid class can grant spells from the druid spell list, and deities with paladin levels can grant spells from the paladin spell list. A deity can withhold spells from any particular mortal as a free action; once a spell has been granted, it remains in the mortal’s mind until expended.
Though it's also true that some (not all) paladins, can gain spells from "the divine forces of law and good"
https://www.d20srd.org/srd/magicOver...vineSpells.htm
Divine Spells
Clerics, druids, experienced paladins, and experienced rangers can cast divine spells. Unlike arcane spells, divine spells draw power from a divine source. Clerics gain spell power from deities or from divine forces. The divine force of nature powers druid and ranger spells. The divine forces of law and good power paladin spells. Divine spells tend to focus on healing and protection and are less flashy, destructive, and disruptive than arcane spells.
The exact wording leaves it a little vague on whether it supersedes the statements in the paladin section of the PHB about how paladins fall for willing/willful evil acts.
https://www.d20srd.org/srd/spells/atonement.htm
Restore Class
A paladin who has lost her class features due to committing an evil act may have her paladinhood restored to her by this spell.
If a paladin's evil act is "unwilling" or "not willful" do they have to Fall? The paladin class section itself implies "no." The Atonement spell implies "yes."Last edited by hamishspence; 2021-05-15 at 04:50 PM.
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2021-05-15, 05:40 PM (ISO 8601)
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Re: The Problem with Paladin Villains (spoilers for SoD/GDGU)
Also to keep in mind is that the Atonement spell is not Paladin-only. It is also meant for Clerics, Druids and certain Prestige Classes, which do not necessarily work the same way Paladins do.
The ambiguity in the Atonement spell likely comes from having to cater to these diverse restrictions.
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2021-05-15, 07:22 PM (ISO 8601)
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Re: The Problem with Paladin Villains (spoilers for SoD/GDGU)
I must say, my time on the forums have been remarkably Miko-less, the last thread about her died out soon after I joined and she’s only had one derailment in my time which seems impossible but I think is true. I’m glad that I’m getting a glimpse into Miko wars, makes me feel like I really belong.
Arrrgh, here be me extended sig!
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2021-05-15, 07:35 PM (ISO 8601)
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Re: The Problem with Paladin Villains (spoilers for SoD/GDGU)
Thank you both, very much. \(^_^)/
I wonder how the Giant would feel about knowing how much further Hugo went toward both explaining the good intentions of Javert, and condemning him for the hell they led to.
Spoiler: Les Miserables. May be quite painful to read...
[...for those only familiar with the musical's much-gentler treatment of Fantine. All around, not just in this case. (Don't get me started on how awful Éponine has it, though it makes her scene driving off the Thenardier gang truly awe-inspiring.)
Okay, you've been warned.
Emphasis added, below. Prior context shows Hugo meant Valjean's statement to be literally true.]
Originally Posted by Adobe Digital Editions, translated by Norman Denny and published by Penguin Books, page 258
Spoiler: Hugo's description of Javert just before that scene
Originally Posted by same book, pages 256-257
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2021-05-17, 03:45 PM (ISO 8601)
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Re: The Problem with Paladin Villains (spoilers for SoD/GDGU)
Miko was definitely a lawful good character, and she never was a bloodthirsty maniac as people claims. Her biggest problem is the anger management issues she had, and how everyone except Hinjo and O-Chul treated her terribly, leading to her meltdown.
Last edited by Precure; 2021-05-17 at 03:46 PM.
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2021-05-17, 08:50 PM (ISO 8601)
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Re: The Problem with Paladin Villains (spoilers for SoD/GDGU)
Hugo's description of Javert perfectly captures the paladins of the Sapphire Guard that attacked the goblins. It is not a new trope, but it raises the question if someone is devoted to noble qualities of "integrity, sincerity, honesty, conviction, [and] the sense of duty" and they commit evil acts, are they worse than people who are not devoted to those qualities?
From the multiple pages demanding to see the punishment of unnamed paladins that only appeared in supplemental material, it seems that many people here are more concerned with paladins than the evil acts of other characters. That is why more people have sympathy for V, the worst mass murderer and racist in the history of OOTS, than any of the Sapphire Guard.
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2021-05-18, 12:20 AM (ISO 8601)
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Re: The Problem with Paladin Villains (spoilers for SoD/GDGU)
It's much easier to sympathize with someone who edges closer and closer to a moral cesspit, gets a good shove, and falls in -- then realizes the true horror of what they did, and wholeheartedly repents... than it is to sympathize with someone who wallows in the cesspit, congratulating themselves on how they're the pinnacle of moral rectitude and anything they do in the name of their rightness is and will always be okay.
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2021-05-18, 01:33 AM (ISO 8601)
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Re: The Problem with Paladin Villains (spoilers for SoD/GDGU)
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2021-05-18, 01:47 AM (ISO 8601)
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Re: The Problem with Paladin Villains
In the real world, perhaps, yes, an absolutist perspective would be rife for literary introspection- but in DnD, Evil and Good do not come in quotation marks. They are actual, quantifiable, verifiable forces of the universe in the same way as gravity and light. As such, there is very little to be gained from casting a Paladin as a villain; either his career will be exceptionally short-lived (because if he willingly commits an Evil act he will fall and no longer be a Paladin villain) or exceptionally convoluted (as you are forced to keep inventing new and more tortured ways to have him commit villainous acts incidentally or unwillingly somehow).
"I am the white void. I am the cold steel. I am the just sword. With blade in hand, I shall reap the sins of this world and cleanse it in the flames of destruction.My name is Hakumen. Your time has come!"
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2021-05-18, 02:07 AM (ISO 8601)
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Re: The Problem with Paladin Villains
I don't agree. You don't need extreme convolution to manipulate and deceive a culture into holding false beliefs about other cultures/races, and for the paladins generated by that culture to be encouraged to act without thinking (worded as "trusting your heart, acting with courage and not second-guessing yourself") and to not listen to any dissent about the way they are raised and educated. Mass deception is an extremely common and well-researched tool of those in power.
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2021-05-18, 06:47 AM (ISO 8601)
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Re: The Problem with Paladin Villains (spoilers for SoD/GDGU)
Why must a villain commit evil acts? A paladin who suppresses dissent may be seen as a villian to a plucky band of freedom fighters.
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2021-05-18, 07:38 AM (ISO 8601)
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Re: The Problem with Paladin Villains (spoilers for SoD/GDGU)
Seen as a villain by the protagonists and presented as a villain by the story aren't necessarily the same thing.
Also, there are some who feel that doing/being evil is implied by the use of the pejorative term villain by definition, but others do not feel that must be the case.Last edited by pearl jam; 2021-05-18 at 07:38 AM.
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2021-05-18, 08:25 AM (ISO 8601)
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Re: The Problem with Paladin Villains
I agree with Deathhappens. An evil action in D&D is an evil action, regardless of what you believe or what your culture teaches you is good or evil. Evil actions aren't evil because of what some diety said or because a majority of reasonable people would consider it evil - it's evil simply because that's how the universe works. Perform an evil action and you have shifted your alignment towards evil. Perform enough of them and you will detect as evil.
If being a paladin consisted of "doing things my culture considers good" or "doing things that I personally have convinced myself are good" there would be no alignment restrictions for paladins.
For paladins, the only "wiggle room" out of falling from paladinhood is whether they willingly committed an evil action. "I convinced myself that slaughtering unarmed goblin children wasn't actually evil," doesn't cover it.Last edited by Jason; 2021-05-18 at 08:35 AM.
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2021-05-18, 08:35 AM (ISO 8601)
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Re: The Problem with Paladin Villains (spoilers for SoD/GDGU)
There's a great deal of wiggle room in the D&D definition of "murder" though (which is treated as an inherently evil act in sources like BOVD and FC2, whereas "killing" is not.)
BOVD defines murder as the killing of an intelligent creature for a nefarious purpose - so "to save/protect the world" might not count - though "because I hate their species and gain pleasure from killing them" would be nefarious.Marut-2 Avatar by Serpentine
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2021-05-18, 08:37 AM (ISO 8601)
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Re: The Problem with Paladin Villains (spoilers for SoD/GDGU)
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2021-05-18, 08:41 AM (ISO 8601)
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Re: The Problem with Paladin Villains
Orth Plays: Currently Baldur's Gate II
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2021-05-18, 08:41 AM (ISO 8601)
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Re: The Problem with Paladin Villains (spoilers for SoD/GDGU)
This is were I disagree: V has never shown any remorse for killing the dragons, only for killing the humans. V also enslaved and tortured a dominated kobold, and then sent the kobold undefended to set off traps. Even if V never cast familicide, V's killing of the child black dragon is disgraceful, and yet everyone seems to overlook that. When you factor everything else in, V is a far greater evil than any of the paladins (and is probably be worse than Xykon), and yet everyone here is obsessed with punishing the paladins.
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2021-05-18, 08:44 AM (ISO 8601)
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Re: The Problem with Paladin Villains (spoilers for SoD/GDGU)
V suggests that some of the dragons may not have been "ravenous killers" here:
https://www.giantitp.com/comics/oots0866.html
and that even if the amount of good done by killing bad dragons outweighs the amount of harm done by killing non-bad dragons, "for the Greater Good" is not a "call" that is for V to make.Last edited by hamishspence; 2021-05-18 at 08:45 AM.
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2021-05-18, 08:45 AM (ISO 8601)
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Re: The Problem with Paladin Villains (spoilers for SoD/GDGU)
Granted. If a specific set of unarmed goblin children really are a threat to the world's existence just by continuing to live where and when they do then killing them in order to protect the existence of the world might not be murder. But that is not normally the case, and there would have to be no possible alternatives like "placing the goblin children in a different environment where they will no longer threaten the worlds existence."
If it were the case that killing them was the only viable action, the DM might still require an atonement spell form the paladin to retain paladin status after willfully committing such a "usually evil" action.
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2021-05-18, 08:47 AM (ISO 8601)
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Re: The Problem with Paladin Villains (spoilers for SoD/GDGU)
Non exacta. In this page Vaarsuvius makes it clear that they've finally realized that they had no way of knowing whether all the dragons they killed were Evil, and therefore bears guilt not only for the Draketooth family but also every dragon who they didn't give a chance to prove their innocence before killing them.
As such, Vaarsuvius has addressed the dragon slaughter issue, has acknowledged it as wrong, and has incorporated it into their attempts at doing better.
Meanwhile, Miko still self-righteous hypocrite, no redemption in sight. Also, you know, because she's dead.
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2021-05-18, 08:48 AM (ISO 8601)
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Re: The Problem with Paladin Villains (spoilers for SoD/GDGU)
Regardless of the evilness of the action or otherwise, it's going to be a violation of the code because the code demands that paladins punish those who harm or threaten innocents.
Children are normally "innocents" by definition.Marut-2 Avatar by Serpentine
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2021-05-18, 08:55 AM (ISO 8601)
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Re: The Problem with Paladin Villains (spoilers for SoD/GDGU)
"Is actively a threat to the safety of the world" is a disqualifier for being innocent IMO, although their probable lack of understanding would make me want to try and find alternative methods of stopping them before jumping straight to violence if time and resources allow me to.
“Evil is evil. Lesser, greater, middling, it's all the same. Proportions are negotiated, boundaries blurred. I'm not a pious hermit, I haven't done only good in my life. But if I'm to choose between one evil and another, then I prefer not to choose at all.”
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2021-05-18, 08:59 AM (ISO 8601)
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2021-05-18, 09:00 AM (ISO 8601)
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Re: The Problem with Paladin Villains (spoilers for SoD/GDGU)
In the case of Redcloak's village, it could have been a case of
"Diviner predicts that one person in this village endangers the world - cannot tell them who - with the Crimson Mantle Bearer being a possibility but not absolutely guaranteed"
Result - to kill "the one who endangers the world" they have to kill everyone, including the innocent, to ensure the guilty is destroyed.
Ruthless - but there are paladin orders besides the Sapphire Guard who subscribe to "kill everyone in village, to contain major threat" - the Order of Illumination in the D&D splatbook Complete Adventurer, for example. The example there was a demon hiding in the village.Marut-2 Avatar by Serpentine
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2021-05-18, 12:12 PM (ISO 8601)
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Re: The Problem with Paladin Villains
Yes, the action is evil. That's the point. That's what makes the paladin a villain, that they are committing evil actions. The point is that the paladin is not aware that their actions are evil, and therefore does not Fall or change alignment. That's spelled out in the class rules.
You only become Evil (or shift towards evil) if you knowingly and willingly perform Evil acts. That's why animals and other low-Intelligence creatures are Neutral in 3e and cannot be any other alignment: they lack the capacity to understand the morality of their actions. You cannot call a serpent Evil even if it does something that would be considered Evil if a human did it (like treacherously poisoning an innocent to death), because the serpent does not know the morality of its actions.
You mean the words in the class description that qualify that the paladin must knowingly commit an evil act to fall, and that a lot of people in this thread seem to omit from their reasoning and assume that any act of evil a paladin commits, knowingly or not, can cause them to fall?