Showing posts with label church knight. Show all posts
Showing posts with label church knight. Show all posts

Friday, May 20, 2016

You Don't Have Any Actual Authority, Just Because You're A Paladin

Before we get started, I wanted to link 5 Tips For Playing Better Paladins at the top of this post. Useful for newer and experienced players alike, this post gets you thinking about this class.

The marketplace is bustling, and stall owners are hawking their wares at the top of their voices. Jewelry, tonics, fresh fish, and the finest dates you've ever tasted are all on offer. Then, from the corner of his eye, the paladin sees two kids stealing bread. He shouts at them, and they run. He gives chase, shouldering a wide swath, and demanding the thieves surrender. He runs them down, after several blocks, and when one puts up a fight, the NPC gets grappled for his trouble. A group of city guards round the corner, and the paladin hails them. Then he looks on in dumbfounded confusion when the guards demand he give himself up.

Easy way or the hard way, pal, it's all the same to me.
 
We sometimes get so caught up in being big damn heroes that we forget something important when it comes to our character sheets. Simply put, nowhere on the sheet is there a box labeled jurisdiction. And, many times, we forget that to our serious detriment.

Paladins Aren't Police Officers


The paladin is the epitome of the knight errant. One part Templar, and one part wandering hero, the paladin maintains a strict code of conduct to ensure his alignment remains both lawful and good. And, given that we know they have to act in the interests of good as meta information, we expect other people to trust them. However, nowhere in the class description does it say that a paladin is automatically granted the authority to enforce laws (his own, or anyone else's). The same statement holds true for the samurai, the cavalier, the gunslinger, or any other base class.

Badges? We don't need no stinking badges!
 
While there are background traits like law enforcer you can take, and prestige classes like Grand Marshal, Hellknight, or Eagle Knight which have authority in certain areas of the world, it's important to remember that at level one any authority you possess is entirely part of your character's story. It's something that comes from your creativity, and the niche you fill in your background, instead of something you're given as an unspoken class feature.

Which is why you need to check with your DM before you start busting heads.

Know The Law, If You're Going To Enforce It


RPGs are all about escapism, and storytelling. Which is why, generally speaking, the legal system is kept sort of vague. Like other parts of RPGs, the laws that govern cities, towns, and nations don't really come up unless someone violates the all-important Common Sense Doctrine (if it's a felony in the real world, it's probably a felony in this fantasy world, too), or the DM is purposefully doing a, "the players are now on the run from the cops, and have to prove their innocence," kind of plot.

Is diplomacy still an option? Tell me diplomacy is still an option?
 
If part of your character is that you uphold the law, however, you need to understand A) what law it is you're actually upholding, B) what your place in the hierarchy of legitimate authority is, and C) how far your authority extends, geographically.

For example, say that you are a first-level paladin. You talked with your DM, and your character operates as a sort of medieval fantasy version of the Texas rangers. If anyone in the nation puts out a call, you ride there to deal with the problem. That's your job; serve, protect, and follow your code. That makes explaining your character's presence in any situation really easy; you're there on orders. But you need to know who you work for, and what the extent of your authority is. Are you allowed to detain people? Can you make arrests? If you show up and there are a bunch of town guardsmen, do they have to obey your orders? Are you allowed to determine guilt and innocence yourself, and mete out the appropriate punishment, or is everyone allowed their day in front of the judge? What power do you have where foreigners, especially foreign dignitaries, are concerned? Do neighboring lands grant you a kind of reciprocity, extending goodwill towards you with the understanding that you will abide by that nation's rules and laws while working together?

Perhaps the most important question you need to ask concerning paladins is whether your paladin code is different from your oath of office. Because if that's the case, you might find yourself caught between promises, and have to make hard decisions.

This same logic goes for any PC you want to have legitimate authority. For example, if you're a noble, what does that let you do? Do you just have wealthy family and a lot of social connections? Or does your father, being the baron, mean that you have a de facto position of authority because your father governs this region? If your character is a guardsman, or a soldier, what can they do in terms of your adventure? Can your ranger flash his badge, and make someone step aside? Can the chaplain bark an order, and make militia members stand at attention, stop fighting, or fight a different enemy? If you're a cleric, inquisitor, or paladin with official standing as a priest, exorcist, etc. in a popular faith, does that give you any secular authority at all?

Lastly, though, you need to know if you still have any authority if you leave your starting area. If you're a small-town sheriff, or a watch detective in a certain city, can you go to another place and still do your job? Or are you given the, "this is our problem, and we don't need any backwoods/big city badges like you trying to do it for us," speech? Perhaps most importantly, though, does being a government officer in one place put you on a watch list for other countries? Eagle Knights are heroes in Andoran, but if one rides into Cheliax he can practically guarantee round-the-clock surveillance from government officials, and possibly several orders of the Hellknights. A member of the Risen Guard is a person to be treated with respect and deference in Osirion, but will she get that same treatment in a place like Quadira, who may still resent the loss of control over Osirion? After all, just because your badge means something at home, or where your organization holds sway, that doesn't mean it's recognized anywhere else.

These are all things you should work out with your DM before the game starts to be sure you're on the same page. It's important to remember that just because your cavalier is a member of The Order of The Lion, or your cleric serves the state god, that doesn't immediately grant you the privileges and powers that come with a badge, or being an appointed official.

That's all for this week's Fluff post. If you've used this strategy in your games, leave a comment below and let us know how it went for you!

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