Paladins, they stir so many emotions! Some of us love them and some of us hate them. It seems to me that most of the objections come down to them being played as Lawful Stupid and being a real pain to the rest of the party. IMO this is not how they were designed, nor how they were intended to be played. I have heard all kinds of stories and many of them seem to be more the ref forcing modern real world restrictions on the Paladin and from that forcing repugnant behavior on the Paladin and then the player taking those ref fostered misconceptions forward into other games.
OD&D -Greyhawk Supplement I
Charisma scores of 17 or greater by fighters indicate the possibility of Paladin status IF THEY ARE LAWFUL from the commencement of play for that character. If such fighters elect to they can then become Paladins, always doing lawful deeds, for any chaotic act will immediately revoke the status of paladin, and it can never be regained. The Paladin has a number of very powerful aids in his continual seeking for good: He can "lay on his hands" to cure wounds or diseases in others (two points of damage for every level the Paladin has attained, one disease per five levels, either function performable but one per day). Paladins are not themselves subject to disease. They have a 10% higher saving throw against all forms of attack (excluding melee). Paladins of 8th level and above dispel evil (spells, undead, evil enchanted monsters, and the like) simply by ordering it hence, and they detect all evil at a range of 6". Paladins with any form of "Holy Sword" are virtually immune to all magic (see MONSTERS & TREASURE, MAGIC & TREASURE, Swords). The Paladin may at any time he chooses obtain a horse which is likewise gifted, but he may never obtain a second within ten years of the first, so if one is killed it is not automatically replaced. The Paladin's horse is a Heavy, with Armor Class 5, Moves 18", has 5+1 Hit Dice, and high intelligence. Paladins will never be allowed to possess more than four magical items, excluding the armor, shield and up to four weapons they normally use. They will give away all treasure that they win, save that which is necessary to maintain themselves, their men, and a modest castle. Gifts must be to the poor or to charitable or religious institutions, i.e. not to some other character played in the game. A Paladin's stronghold cannot be above 200.000 gold pieces in total cost, and no more than 200 men can be retained to guard it. Paladins normally prefer to dwell with lawful princes or patriarchs, but circumstances may prevent this. They will associate only with lawful characters.
Now the original three alignment system is Lawful, Neutral and Chaotic. Paladins must always do lawful deeds. Any Chaotic act will revoke the status of paladin and it can never be regained. It would seem to follow that Neutral behavior would be problematic. The main point with alignment and Paladins is that that the ref should remember not to require Lawful (Lawful Good) to conform to modern 21st century political correctness i.e. Lawful Stupid. Paladins should be able to play smart,tough and pragmatic. They should be able to make good tactical and strategic decisions and plans at least within the abilities of the player. Again for the fun of all, the ref should not enforce Lawful Stupid behavior limits on the player and the player should not be a pain to the rest of the party in the majority of situations.
Now as to where the rubber meets the road IMO here are a few things, one I as the ref do not repeatedly throw in moral quandaries for the players. I don't do it because I don't find it fun and a lot of players also do not find it fun. In addition, IMO throwing in moral quandaries especially repeatedly for Paladins, rangers, or clerics it just a form of "Gotcha" and I don't do that with my players. Also consider some of the following I have culled from a number of other threads.
Read
RtRH's Essay on Paladins
This essay if full of some awesome ideas about how to run a Paladin and prior to reading this I had adopted in one of my campaigns the idea of between one and three Paladins per continent depending on the size of the continent. The idea of one per god is intriguing.
TheDungeonDelver wrote:I hate to sound like a broken record, but have a gander at Three Hearts and Three Lions, by Poul Anderson. I tend to model any Paladins I play after Holger du Danske, and try to encourage those who play in my campaigns to do the same.
Now when I say "after Holger..." of course I don't mean "act like a 20th century person stuck in a fantastic europe, but rather look at the actions he undertook, and how he undertook them. Holger (and more importantly, the other Paladin in the book, Carahue) was not a sword-wielding killbot with the "IF IT STARTS WITH CHAOTIC OR ENDS WITH EVIL, I CHOP IT!" punch card inserted. They're shrewd warriors with an eye to doing the "right thing". In Holger's view the only time there ever was a "gray area" was when dealing with Morgan leFay, and he paid for his indecision.
He was definitely NOT above using trickery on the less bright of his enemies to carry the day, nor trading a little to get supplies, etc.
If you've never read the book, I really heartily recommend it as it really and truly gives what I think is the best view of a Paladin's mindset.
TheDungeonDelver wrote:There's a couple of points that have been raised in this thread, and I apologize to those who brought them up; I reckon I should copy and paste and quote but I'm feeling lazy today...anyway the various issues I wanted to address were virtue, religion and other players seeking to corrupt the paladin.
In order, regarding the paladin's virtue, I believe someone mentioned that it's tough to play paladins because you have to play a "perfect" character - someone who is totally virtuous. I don't agree with that. Now put down your torches and pitchforks! I'm not suggesting that you play a paladin as a lawful good fighter with superpowers. Rather, that a paladin is someone who constantly strives to be totally virtuous. There may be times when he's struggling to do his best but is stuck in a no-win situation. When a lesser of two evils must be chosen. Ever wonder how A Paladin In Hell ended up in such a dire situation? I mean, no right thinking soldier of $DEITY would willingly enter hell, would he? But what if it was enter hell, or the whole village dies? Or city? Or Prime Material Plane? No, a paladin strives to do his or her best. The DM, as the universal demiurge, keeps watch over those efforts and makes a note when there's "slippage". Referencing Three Hearts and Three Lions (again!), there were a few occasions when through a lack of righteousness, Holger found himself in a tight spot or two and on more than a single occasion face-to-face with Morgan le Fey. But he always bounced back. Never took that one step over the last line. A temporary loss of his holy abilities? Sure! Finding himself unable to ride his warhorse or bear his sword? Nope!
I think the next point was succinctly covered by someone else regarding religion: in an openly polytheistic world, the idea of a paladin of St. Cuthbert meeting a paladin of pelor and them coming to blows is absurd. "My god is of Law and Good!" "Aye, mine is as well!" "Then let us sally forth..." etc. Oh, they'll give short shrift to those wedge-eared tree-huggin' Corellian Lantharian followers, but at the end of the day it's law and good that the paladin serves. His (or her) devotion to god/goddess is a secondary (very close to primary, but still secondary) thing. They're lawful good, and are devoted to a god who promotes law and good.
Finally, regarding players who "must" corrupt paladins...well, to put it briefly: RTRH did exactly what I would've done. That kind of mindset is absolute BS.
Anyway, that's enough from me.
I like the TheDungeonDelver's comments, again stop trying to make players play Paladins as "perfect" - that way lies Lawful Stupid.
Tgamemaster1975 wrote:
I agree with you, Three Hearts and Three Lions, by Poul Anderson is the sourcebook for Paladin behaviour. IMC Paladins are Lawful Good serving Lawful Good gods. In addition to a 17 CHA, they must have a min of a 13 INT, a 13 WIS, a 16 STR and a 9 min for DEX & CON. This is the only character class that I do not strictly follow the 3d6 in order rolled one time rule. If a player wants to play a Paladin, they must convince me that they are up to the challenge. I then assign them the min stats from above and let the player roll 3d6 in order to see if he or she can better any of the stats. Paladin are my favorite character and I have retired several over the years. A confrontation as outlined at the beginning of this thread would cost them their Paladinhood IMC. Shrewd is definitely the word to describe a properly played Paladin.
Shrewd, I like that!
Stik wrote:In my group, we have a simple test for Paladin behavior, called "WWSD?"
This stands for "What Would Superman Do?"
If you can look at a morally questionable situation and you can not imagine the Man of Steel doing what you are contemplating, then it is probably not appropriate for a Paladin. Using this test tends to clear up some of those cloudy situations.
(We also have a test for Ranger behavior: "WWRD" or, "What Would Rambo Do?", but I digress....)
Barring use of this simple test, deciding on how a Paladin should act requires some research into historic Knightly orders or monastic orders. Every Paladin character should have a code of conduct that he follows, and this should be agreed upon between the Player and the DM before play begins.
To save folks some research, here's a sample list of virtues that a Paladin is required to live by:
Truth:
The foundation of virtue. One who seeks out the truth within himself will surely develop other virtues, such as justice, courage, strength, and humility. Without truth, there is no light, but rather the spiritual darkness of self delusion and self deception, which must surely lead to other vices.
Honor:
The standard against which we measure ourselves, and are measured by others. It is a treasure which if kept grows in value; but once squandered can never be regained. The Paladin’s word must be more certain and sure than any written contract. And let every Paladin consider carefully before making any Oath, and never do so lightly or without due reflection; but rather let him strive to fulfill every Oath undertaken or stand bereft of honor.
Justice:
It is the Paladin’s duty has been to protect the innocent from harm and to punish the guilty. Fulfillment of this duty often requires physical combat; but battles fought differently are no less important. In all areas of life, the Paladin must strive so far as possible to fight injustice and help the right prevail.
Charity:
A Paladin will seek to aid those in need, giving succor and assistance to such as may need it, giving as his or her means permit, and without ostentation or display. True charity encompasses more than the material; a word of encouragement can mean more than gold, and a friendly ear more than jewels. The spirit of Charity may cause a Paladin to forgive a wrong done himself, if the act is truly repented. Charity will help the Paladin to avoid the errors of gluttony and greed.
Loyalty:
The brother and sister of Honor. When once a Paladin has made a commitment, let him or her not waiver or withdraw. But, realizing that a Paladin does not compromise his or her loyalty, let no such commitment be lightly made.
Courage:
The Paladin is charged with the duty of fighting for the right and good, and is thus destined to face many opponents. The battles may be of the body, and the dangers faced by the Paladin may be physical; but courage is as greatly in demand with the more subtle opponent of the mind or spirit. Whichever circumstances the Paladin enters, he or she must always face the enemy with valor.
Nobility:
A man may be ennobled by a King; but a soul can thus be elevated only by living according to standards higher than those of the common man. To achieve the Chivalrous Ideal is not possible; but the very striving uplifts the spirit and purifies the soul, and marks the true Paladin.
Humility:
The Paladin who looks upon his or her life without evasion or self-deception, and exercises the virtue of Truth, will surely be humbled by the vast gulf that lies between the Chivalrous Ideal and the reality of what is. Thus chastened, the Paladin will surely avoid the error of pride!
Excellence:
The Paladin strives always to do and be his best , no matter what the area of endeavor. They do so not for pride's sake, but rather to infuse even the most mundane task with nobility, and thus uplift themselves.
Faith:
The Paladin must be true to that which he or she believes in above all else, for with faith comes strength against every adversity and reverse. Faith is the lifeblood of Courage and Nobility; without it, life has no meaning. With faith, no force, not even death, can defeat the Paladin
I like this a lot in terms of writing up a creed or standard for the Paladin, but again stop requiring "perfection", give the player room to live in. I think one of the best ways to define your paladin is try to forget about real world religion and real world sensibilities and especially the modern add-on of political correctness. In my view a Paladin should be less politically correct that than any other character sense a Paladin is about right and wrong and common sense.
Crimhthan_The_Great wrote:I find a lot in this thread to agree with, and I do use
Three Hearts and Three Lions as inspiration for playing Paladins. I also model my Paladins after Robert E. Howard's Solomon Kane. I read all I could find years ago, but I just recently got a copy of
The Savage Tales of Solomon Kane The adventures of the Legendary Puritan Swordsman and have really enjoyed reading it again after all these years along with some new material not published before.
He was ... a strange blending of Puritan and Cavalier, with a touch of the ancient philosopher, and more than a touch of the pagan .... A hunger in his soul drove him on and on, an urge to right all wrongs, protect all weaker things .... Wayward and restless as the wind, he was consistent in only one respect - he was true to his ideals of justice and right. Such was Solomon Kane.
A grim avenger armed with a fanatic's faith and a warrior's savage heart. (from the dust jacket)
All his life he had roamed about the world aiding the weak and fighting oppression, he neither knew nor questioned why. That was his obession, his driving force of life. Cruelty and tyranny to the weak sent a red blaze of fury, fierce and lasting, through his soul. When the full flame of his hatred was wakened and loosed there was no rest for him until his vengeance had been fulfilled to the uttermost. If he thought of it at all, he considered himself the fulfiller of God's judgement, a vesel of wrath to be emptied upon the souls of the unrighteous. Yet in the full sense of the word Solomon Kane was not a Puritan, though he thought of himself as such.
I have played many Paladins over the years. All except the current one have died in battle, and some of those died from old age more than from the battle itself. I always considered that Paladins do not retire, they fight until they are taken home.
Saunatonttu wrote:I hate paladins and everything they represent.

Saunatonttu wrote:Lately I've been trying to get rid of my Hatred of Paladins (the idea of mostly christianity based holy warrior in a silly tin-can armor is still mostly loathsome for me, but that's not the point here). I've been toying with a couple of ideas:
First is throwing a paladin into a noir-based urban game. After watching a couple of Bogarts this week, I kinda figured it would be somewhat cool to have a completely Good and Pure character in such a setting and stories - played reasonably withing the norms of society the Paladin could not even go medieval on the evildoers but would actually have to work low-key. Dunno, I just have this idea of the paladin's inner monologue when he encounters all sorts of human vileness from all around when he mucks around the the City in my mind, and it feels cool. And the City would place a good restriction to wearing the damn shiny armor too.
Second. Forget the real world base. Put a Paladin in the spot of the Avatar in the Ultima games. Drop the knightly codes of conduct and base the RP aspect of the character on the 8 Virtues (which would still keep the Lawful Good aspect of the class intact). The class features would fit the bill of the Avatar quite well - spellcasting, fighting prowess, all that stuff.
Third. I know saying me and Crimthan the Great have had our differences in the past is the understatement of the year, but I've never been one not to give credit where credit is due:
Crim wrote:Solomon Kane is my primary inspiration for Paladins, so I am looking forward to this coming out.
That was the thing that sold me on giving Paladins a chance. My hat is off to you, sir. That's an insight of genius porpotions. And Mr. Kane doesn't wear a silly tincan armor.
I agree with Sauna, Solomon Kane as written by REH is a great model for a Paladin, here you have a portrayal of a less than perfect man who nevertheless has a this purpose he views as holy and consuming and he pursues it doing his best. When you player choses a Paladin give him or her this kind of direction and room to play and and everyone should have fun.
The last note I would suggest here is that you house rule out the line "They will associate only with Lawful characters." IMO is it too limiting since most people IMC are neutral , so I would leave the will "associate only with Lawful characters for their strongholds and own supporters and retainers.
I am quoting the following in the next post after this one: "The God-haunted paladins of Wyrd Greyhawk" by E.G.Palmer which I am quoting from the thread
RtRH's Essay on Paladins. If E.G.Palmer objects please let me know and I will delete the quote.
As noted I am rewriting my own take on Paladins yet again and I am going to present many of the things that have influenced the rewrite that is in progress.