Such sneaky attacks were considered unethical to the Paladin's cause. So a paladin wouldn't use a blowgun, or sneak up with a poison-tipped daggar, or use a bow from long distance. All paladins in the original D&D were Lawful Good, but lately in the latest editions of the game, they can be any alignment (which cheapens the game in my opinion, but whatever). 'Surrender, or fall at the foot of the Gods!' or whatever. Escort her back to the mansion, and youll get a special reward - quite funny looking family sword of theirs. Kill them (there are three of them) and talk to her.
If the Paladin won initiative (which means he/she gets the first move) the enemy was often given a choice to surrender, assuming it could understand the Paladin's language. Youll get a new map marker indicating the daughters whereabouts. The whole idea of the paladin in the original D&D handbooks was that they'd attack while letting their enemy know that they were there representing their God or Goddess. A paladin wasn't supposed to go sneaking around. It usually cost the most money to make.īack in Dungeon & Dragon days, playing a Paladin meant using any weapon EXCEPT the stealthier ones. Like Subrosa was saying, the sword took more skill than the others to master effectively. Traditional medieval / Renaissance holy knights probably would have used the big sword or mace (just like they do in the movies), but they could have wound up using any of the choices on that poll if they absolutely had to.