Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

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Paladins are easy targets because they are one of the few classes that have to follow a specific moral code, opening them to attack from GMs who either don't care for moral precepts or simply want to be a dick.


Wizards, specifically because they are dependent on their spell books, which are easy targets for lazy/killer DMs. Monks and Samurai, when not getting shit on for being shitty classes, dependent on the edition, are generally targeted by the GM for the same reason that Paladins are; they have a code of rules they have to follow. Rogues tend to get the side eye because of the bad ones having a propensity to rob the party or be played as chaotic stupid, giving them a bad rep. Fighters tend to catch hell for just being a relatively shitty class from 3e onward compared to casters.
I can vouch on some niggers hating wizards. I had a GM in 5e that would be a step away from chimping out whenever I did something so simple as cast Wall of Force or Psychic Lance. Imagine being so autistic that you start shitting yourself when the stick with a magic book starts doing his job, just have your demon rip him to shreds.
 
Hell, a Paladin might get into more trouble with their Oath if they are too merciful and the bandits he keeps letting go end up just committing more crimes.
This reminds me of the Paladin who had protected my deliberately obnoxious GM foil character whose whole purpose was to make it a quest task NOT to kill me, no matter how much of a jerk I was. And the reason was I knew where the MacGuffin was. Every other player wanted to torture the knowledge out of me but the Paladin refused. That was simply not lawful good behavior. And the Paladin was the party leader.

So he more or less got to decide these moral issues.

Eventually, some other NPC, thanks to an accidental event, disclosed the location of the MacGuffin. Everyone looked at me, realizing they had no need for my existence any more. I insulted the Paladin one more time. Everyone had obviously decided to kill me. "But that woudn't be GOOD?"

"I'll repent tomorrow." Fucker had a vorpal sword, instead beheading on the roll of a 20.
 
People thinking Paladins are walking around fearing for their oaths as they turn around every corner are missing the point of the class. Paladins aren't feeble fools, they're the fantasy equivalent of Judge Dredd: they're steeled in the precepts of their faith and empowered by their god to act as jury, judge and executioner against their enemies. They might feel guilty after executing a whole gang of highwaymen, but that's what prayer is for. Hell, a Paladin might get into more trouble with their Oath if they are too merciful and the bandits he keeps letting go end up just committing more crimes.
I'm late and admittedly distracted, but to add my own 2c from the other side of the good/evil spectrum, evil doesn't mean you twirl your moustache and plot about killing. An executioner working for a Lawful Good lord could easily be Lawful Evil simply by virtue of him enjoying the brutal aspects of his job a little too much. Yeah, he may live on the hill away from everyone else, yeah he may be a little too quick about chopping up feral dogs whenever they show up, but damn, is the town's crime rate low because everyone knows he won't hesitate in the slightest to enact your lawful and just punishment upon you.

And yes, a LG Paladin may have every reason to sentence a man to be punished by said LE executioner. You don't get to walk away from murder just because the guy responsible for your execution enjoys killing people almost as much as you do.
 
Had no idea Wizards got so much hate; aside from a few jokes that they're extremely fragile, I haven't heard much dislike about them on my end.
Wizards are extremely powerful in D&D from 3e onward, to the point of being potentially game breaking if not moderated by the DM or the player. It can be extremely hard to challenge a well prepared wizard, and attacking their spell book is one of the few ways to consistently screw with them. The noted ability of modern wizards to break games and render most other classes ineffective just by virtue of being able to do everything they can, better, has made them the target of many DMs.
 
Wizards are extremely powerful in D&D from 3e onward, to the point of being potentially game breaking if not moderated by the DM or the player. It can be extremely hard to challenge a well prepared wizard, and attacking their spell book is one of the few ways to consistently screw with them. The noted ability of modern wizards to break games and render most other classes ineffective just by virtue of being able to do everything they can, better, has made them the target of many DMs.
I think the changes to concentration helped reign full casters in a bit, but yeah wizards especially have been insane for a long time. My friend who played a ton of 3.5 explained it to me like this: If a wizard can survive to level 2 or 3 they basically just start to become unstoppable.
 
I'm late and admittedly distracted, but to add my own 2c from the other side of the good/evil spectrum, evil doesn't mean you twirl your moustache and plot about killing. An executioner working for a Lawful Good lord could easily be Lawful Evil simply by virtue of him enjoying the brutal aspects of his job a little too much. Yeah, he may live on the hill away from everyone else, yeah he may be a little too quick about chopping up feral dogs whenever they show up, but damn, is the town's crime rate low because everyone knows he won't hesitate in the slightest to enact your lawful and just punishment upon you.

And yes, a LG Paladin may have every reason to sentence a man to be punished by said LE executioner. You don't get to walk away from murder just because the guy responsible for your execution enjoys killing people almost as much as you do.
Wait, that’s not how that works.

First off, there’s no way a paladin would ever (knowingly) work with a quote unquote “lesser” evil in the long term when there are perfectly serviceable neutral executioners (or even good ones- look at some of the reforms the historical Franz Schmidt implemented). To do that would be implicit support of evil, which is completely antithetical to a paladin. That kind of nonsense would be a permanent loss of powers to any normal GM.

Even then, if the executioner enjoys his job, it wouldn’t make him evil. Sure, he’d be a pariah to anyone with compassion (in addition to being a pariah for killing people for a living), but as long as he’s not knowingly doing anything evil like murdering innocents or working with a band of assassins, he’d probably be one of the neutral alignments.
 
To do that would be implicit support of evil, which is completely antithetical to a paladin.
An executioner may be evil, but as long as he's only carrying out executions, what he's doing is legal and perfectly fine. The Paladin has no reason to outright oppose working with him on that front.

First off, there’s no way a paladin would ever (knowingly) work with a quote unquote “lesser” evil in the long term when there are perfectly serviceable neutral executioners (or even good ones- look at some of the reforms the historical Franz Schmidt implemented).
Most towns and cities only had one executioner. It wasn't exactly a popular job and executioners aren't exactly popular people. If you bring a criminal back to the lord whose demesne it was for punishment, he's getting executed by that Lord's chosen executioner, and the paladin has no say in that.

Even then, if the executioner enjoys his job, it wouldn’t make him evil.
Enjoying the act of killing helpless people puts you pretty squarely in evil territory. For most executioners, its their job, or duty, to do what they do. You aren't supposed to enjoy it or get off on it.
 
Kinda surprised that so many GMs would go after Paladins; seriously, what's with the Paladin hate?
I don't know about Paladins specifically, but some GMs have a stick up their arse about Lawful Good in general, claiming it's boring. There's also the many internet stories of the Lawful Good Prick or the Lawful Good is Dumb.

The idea being that the lawful good character must walk into the center of a room full of baddies, declare everyone is under arrest, and to surrender their weapons. I've never seen it play out in real life.

Also, now I'm curious; are there any other classes that get bashed by killer GMs?
Not killer DMs per say, but monks get a lot of shit from the internet RPG fanbase. Especially in 5e.

Rangers get hate as well, but at least that's because rangers suck both in terms of flavour and mechanics.

For monks, I've never had a problem. They're always cool and always kick all kinds of arse. As a DM, it can be a struggle to gear them up since they don't wear armour or use weapons, but if you're playing monk you can't really complain about that. But I think the real reason they're hated so much is because unlike fighter or wizard, there's no obvious optimal build for them. With other classes, there's an obvious stat to dump and one or two to pump. I think it was people in this thread who pointed that out that monks can spec into wisdom, strength, dexterity, or consitition and be vaiable, though you usually want a ballance.
 
People thinking Paladins are walking around fearing for their oaths as they turn around every corner are missing the point of the class. Paladins aren't feeble fools, they're the fantasy equivalent of Judge Dredd: they're steeled in the precepts of their faith and empowered by their god to act as jury, judge and executioner against their enemies. They might feel guilty after executing a whole gang of highwaymen, but that's what prayer is for. Hell, a Paladin might get into more trouble with their Oath if they are too merciful and the bandits he keeps letting go end up just committing more crimes.
I generally had a very few rules that paladins absolutely could not break. No torture for information, no slavery, no murder (in a legal sense), no piracy, no desecration of (good) temples. Pretty much anything else could be atoned for. Summary execution in the absence of a judicial alternative was also generally good, but out of anger, not allowed but forgivable.

I never had any paladins go rogue unless they had actually started out as a "black knight" type.
Had no idea Wizards got so much hate; aside from a few jokes that they're extremely fragile, I haven't heard much dislike about them on my end.
It seems like a general trope in RPGs in general that wizard-types start out incredibly fragile but end up virtually godlike. It sometimes takes some balancing. Even starting wizards have something like magic missile that can wreck some enemies, so long as you keep them protected, though.

One of my balancing methods is to have some level of realism in the effects of spells such that they can backfire. Like a fireball having a set volume, so if you just blindly shoot one into that small room ahead of you, it can blow your own shit up. I'd usually give exactly one "are you SURE you want to do that" before just applying that rule.
 
I generally had a very few rules that paladins absolutely could not break. No torture for information, no slavery, no murder (in a legal sense), no piracy, no desecration of (good) temples. Pretty much anything else could be atoned for. Summary execution in the absence of a judicial alternative was also generally good, but out of anger, not allowed but forgivable.
That's a very good list.

On a broader sense, paladins get carte blanche in their code to punish evildoers as appropriate. And the scope of that punishment depends on the deity in question: the vast majority of deities that accept paladins would take a very dim view of slavery, torture and murder, but some will direct their paladins to execute villains while others will push more for a "capture, if it's not too much hassle" angle. But either way, paladins should never be afraid to kill things.

People tend to forget paladins (and clerics to a lesser extent) are holy warriors that answer directly to their deity. That is what dings the paladin's oath more than anything else. And if they do something wrong and they try to atone, they'll know if they were successful.
 
If you bring a criminal back to the lord whose demesne it was for punishment, he's getting executed by that Lord's chosen executioner, and the paladin has no say in that.
Ok, that’s a different story. I’ve been on an OSR kick, so I was working under the assumption that the paladin was the local lord. If the paladin was handing him off to the local lord, and the lord’s executioner was evil, it would be out of the paladin’s hands.

Enjoying the act of killing helpless people puts you pretty squarely in evil territory. For most executioners, its their job, or duty, to do what they do. You aren't supposed to enjoy it or get off on it.
You’re confusing “nongood” with “evil”. Enjoying killing people isn’t good in the slightest, sure. But these aren’t swaggering assassins killing innocents for money and thrills. These are people paid by the crown to execute people that are too dangerous to keep in a functioning society, and that keeps them squarely in the neutral section of the alignment chart.
 
Unfortunately, it is extremely common for DMs to do precisely that and fall a paladin because they slew a man who was unarmed, surrendered, or a prisoner, regardless of the fact that they are evil and would have been executed for their crimes anyway.
I actually played with this in my game recently by having an evil outsider try to get into the Paladin's headspace by intentionally going fully helpless after he was tripped during a duel with him by another player and going on about letting the hate flow through him. Trying to goad him into rage and being a prick.

The paladin proceeded to beat the fucker to death with his fists, and at no point was rebuked for this. This was because the thing he beat to death was an unholy vile piece of shit, no matter how it tried to play mind games and moral relativity. Hell, he was rewarded for this beatdown since the gang gained a level.

Good does not mean you have to be nice. A paladin's oath is key, yes. They often do serve gods that show mercy and kindness yes. But they are their deity's sword; in most cases they are not in conflict with oaths if they ice fuckers. It's when they break tenets or are knowingly doing shit I usually have the god look at them and go "the fuck man".
Kinda surprised that so many GMs would go after Paladins; seriously, what's with the Paladin hate? I never got it myself...

Also, now I'm curious; are there any other classes that get bashed by killer GMs? I know Cleric's got some hate from Reddit Atheists; any others?
It's because of two factors.

The first is that moral code and oath are easy to shift levers for the DM to play with to make a compelling arc. A paladin sometimes faces a no-win scenario where their drive to do right is in conflict with their drive to follow their vows or the law of their land. This in the hands of a competent DM can be fun.

The problem is the DM though. A lot of DMs hate paladins due to seeing them as "buzzkills". In my experience this sort of shitty DM is usually a chaotic stupid player usually outside of the screen, or has some idiotic hangups with religion in general. They might be smug relatavists who forget objective evil and good are in the setting for example.

Another is the DM who just likes to be a prick and make them suffer unfairly since they want to flex. This type is just poison no matter what you play; since they're just as likely to fuck over a rogue for trying to scout, or ding a wizard on books or just shove stuff that counters them.
 
The executioner example also just depends whether you're a consequentialist or a deontologist. I don't remember which view D&D takes of it since I don't play D&D much.

Another thing with paladins is that back when oaths used to be more restrictive in earlier editions, some players would take it to really dumb levels and behave in ways that ruined the fun for other people because of their interpretation of their oath. It's the whole "lawful stupid" trope, and it was essentially a souped up version of the classic "it's what my character would do" people who don't understand that making characters which cannot coexist with the others at all is a bad idea except this time it's backed up by gameplay mechanics. I haven't heard of this sort of stuff happening much with more recent editions, but the history of those sorts of horror stories definitely fuels some spite.

You can also cause some balance issues with warlock multiclassing, particularly hexblade, and some DMs might not know how to deal with that and as such they'll try to hit the paladin in their oath instead. This is more a symptom of warlock as a whole being too front loaded in 5e which itself is largely down to how Eldritch Blast scales with character level and how hexblade curse barely scales at all. A warlock 1 sorcerer X is almost an objectively better warlock than any other type, with only taking 1-2 more levels for stuff like agonizing blast really being in question. Add in that very few games play at super high level (to the point they didn't even bother with a 5e epic supplement) and that a lot of the high level class features you may miss out on are underwhelming anyways and multiclass abuse can really catch an unprepared DM off guard, and one of the classic combos involves paladin.
 
The executioner example also just depends whether you're a consequentialist or a deontologist. I don't remember which view D&D takes of it since I don't play D&D much.
From what I've seen, DnD and its derivatives take a largely deontological viewpoint. Now, some actions are inherently evil in some conditions (Torture in Pathfinder) but most evil is derived from intent. It's not that you killed the orphans, it's that you did it because you wanted to, not because you had to. And, given that it's a world with absolute Good and Evil, you can be morally incorrect, not just evil. So you can believe your intentions are aligned with good and then have the things you thought made your intentions good be inherently evil acts. A sort of natural law on the matter. I imagine the older editions played more into the natural law aspect of it, sidestepping the consequentialist and deontological ideas entirely, although I'm not sure since I wasn't born yet for those. "If you and your actions align with the will of evil beings, they/you are evil and the same for good."
 
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Outside the Twilight 2000 series. Any other good example of role playing games with modern warfare setting involving PMCs? Think escape from Tarkov or Grey Zome Warfare in TTRPG or tabletop war gaming form. Reading about the African PMCs operating in Haiti being ripped off by the Biden administration and getting called white supremacist racists by western journalists for not putting up with the Haitian cannibal culture makes me want to set up a campaign set in cannibal ruled modern day Haiti.
 
I generally had a very few rules that paladins absolutely could not break. No torture for information, no slavery, no murder (in a legal sense), no piracy, no desecration of (good) temples. Pretty much anything else could be atoned for. Summary execution in the absence of a judicial alternative was also generally good, but out of anger, not allowed but forgivable.
My current Paladin is a literal shell-shocked war criminal he and the mercenary band he was a part of massacred a village after my character murdered a buddy over a village woman, and then lied about it. The whole point of him becoming a Paladin is to repent for that action.
 
Outside the Twilight 2000 series. Any other good example of role playing games with modern warfare setting involving PMCs? Think escape from Tarkov or Grey Zome Warfare in TTRPG or tabletop war gaming form. Reading about the African PMCs operating in Haiti being ripped off by the Biden administration and getting called white supremacist racists by western journalists for not putting up with the Haitian cannibal culture makes me want to set up a campaign set in cannibal ruled modern day Haiti.
Some examples from various genres and settings:
  • GURPs had supplements that were designed specifically to help with play in a military-esque modern setting
  • Call of Cthluhu set in a modern era (especially Delta Green)
  • The Laundry (which has a supplement based around military and special forces operations)
  • D20 Modern (if you are willing to put up with the system's quirks; it also has an entire huge book on just guns)
  • Cyberpunk 2020 (if you are willing to go the Cyberpunk route; the large megacorps are essentially private armies, and the player characters are private contractors)
  • Shadowrun (another Cyperpunk alternative, if you want to mix in magic)
  • Chronicles of Darkness (if geared toward a military game; it even has military supplements)
  • Traveller (if you want a Sci-fi take, especially since there are supplements for it and most games that were run were based on mercenaries)
  • Eclipse Phase (ditto, though its a weaker system than Traveler)
  • Battletech (another Sci-fi example, the entire franchise is based around mercenaries, including the official RPG).
 
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