This is "well defined"???
1) The first condition uses the term "evil", which philosophers, both religious and otherwise, have been debating the meaning of for thousands of years and still haven't come up with a firm conclusion..........
AD&D actually doensn't have any mechanics to support acting like a paladin (except perhaps the +2 to saves, which gives you a modest barrier against greater rashness). But a paladin is no different from a fighter or a ranger when surrounded by foes.
3E I don't know as well, but I'm not aware of any paladin-specific mechanic comparable to Valiant Smite.
I guess to me, if what you actually enforce for the paladin boils down to "don't be evil", why is the code such a big deal in the first place? Just put in a rule that says if the paladin is evil, he loses his powers.But not everyone wants narrative mechanics. For me, I have never really had any of the issues with paladins you raise here. The people I game with come from all different backgrounds, have different world views, but are able to handle paladins following a code of conduct without a problem. I think the key is to not trap the player. It isn't a game of gotcha. As a GM i wont worry too much about cases where there is a lot of doubt. So the paladin challenging local authorities because they do something shady that make them illegitimate in his eyes, I am not going to take away his powers over that. If he tortures prisoners or uses force to bully locals into giving him good armor, then yes I am going to take away his powers. And I am not going to sit up a situation as a trap. If a dillema case does arive, we've already sorted whether that counts or not against him prior to play (and this will vary from setting to setting a bit). I am of the opinion, that if a paladin does something questionable but felt he had to for the greater good (and it wasnt just an excuse to take the easy way out) he will be fine as long as he makes real efforts to repair any harm done by his actions and show his god he regrets having to make that choice.
There seems to be a small, but at times vocal, school of thought that somehow the rules have to be used "as intended" in some fashion. I actually had a guy on WotC DDN forum bash on me for DAYS because I told him that there was no reason why a ranger wasn't a perfectly good example of a bow 'fighter' and 4e really just didn't need ANOTHER fighter class option to depict the same thing again. I was told that we were 'perverting' the rules and that the game was 'meaningless trash' if we didn't stick to the exact intent of things (IE that it was a horrible badwrongfun to play the captain of the king's archers using ranger because that HAD to be a 'wilderness warrior' and blah blah blah). The guy literally got perma-banned finally from WotC forums (VERY hard to do, lol).Mechanics should reflect what they are trying to represent. If the fluff of the rogue's power is that you're backstabbing someone, then the mechanics should reflect backstabbing. That could mean a variety of things--from only applying while physically behind someone to simply attacking when the target is unaware--but it needs to represent what it claims to represent. It's about being able to associate what happens mechanically with our expectations in-game.
Suppose we were to eliminate an armor bonus to AC and instead gave everyone a bonus to AC based on class and level. Armor is now a texture painted on the models. Does fighting guards wearing chainmail mean anything? Does telling your players that the knight is wearing plate armor indicate anything about his wealth, status, and likelihood of beating you up? Does telling your players that the noble is wearing robes let them know he's vulnerable to physical attacks? No, it means nothing. Everything is just a sprite in the gameworld.
I am not telling anyone how to play, but when people say for instance that a set of rules to a game are poor because said person won't extrapolate fluff even the tiny bit needed to call their 'archer' a 'ranger' I would say they might be cutting out some good fun. Its your game to play as you wish. I only offer advice, can't make anyone do anything, and don't want to.You are telling me that I need to be more inclusive of other playstyles while disregarding my own playstyle.
If fluff is mutable, then by your own admission your objections to the barbarian class don't matter. The implied background of the barbarian doesn't matter.
I think you are really over thinking it if this sort of thing leads to problems in a game of D&D. I minored in philosophy at college, so I am pretty versed in the philosophical issues around the notion of evil and what it means. But I can take that hat off at a game table and be on the same page as everyone else when it comes to what good and bad people do in the context of a D&D setting. I think if you can't do that, it is usually because you are being deliberately difficult or contrarian (or just deliberately obtuse).
I guess to me, if what you actually enforce for the paladin boils down to "don't be evil", why is the code such a big deal in the first place? Just put in a rule that says if the paladin is evil, he loses his powers.
Yes there are, the cavalier and the blackguard come to mind. Each of the builds in divine power also cover more "themes". It might not be here nor there, but it's interesting that you have at least 6 different flavors of the paladin with 4e, and people complain that 4e is too narrow.
Maybe I'm missing something how does being an LG Paladin mean that you follow an ethos. Anyone can follow an ethos, a peasant that is LG also follows that ethos. The restriction makes no sense in 4e, because in 4e a Paladin is a "Champion of an Ethos", not a "Champion of just this very narrow ethos that somebody decided was the only one appropriate for the class".
If the only ethos espoused is that of LG, then there is no differentiation between Paladins in 3.x or earlier. They ALL espouse the ideals of LG.
You keep saying punished, and I can't see how anyone could regard what we have discussed in 4e as punishment. I know you'd like it to be that way, to lend credence to the argument, but it falls extremely short of it.
That is exactly how a 4e Paladin that chooses not to use his "effective" powers works. No punishment. If he needs to shoot someone with an arrow, he can. He doesn't suddenly get smacked by his god because he's being dishonorable. His attacks with a bow are simply not as effective as his attacks with a melee weapon. No punishment there. It's the same as a PC that has decided to max his abilities tied to Strength. When shooting a bow, he will be less effective because Dexterity is not what he invested his efforts in. How is that punishment?
Sure, if the game is set up that way. But when a game demands that your PC consider thorny moral issues, for people who deal in thorny issues, it becomes difficult to remove that hat. I've played both sorts of games, where morality is obvious and where it isn't. Personally I leave morality out of the majority of my situations. I create a situation which may seem morally reprehensible to some, and not to others, I find it far more interesting to leave the moral judgements up to my players than attempt to God-fist it into my game.