Can one of the posters who is against paladins having a code that is enforced by the loss of their abilities, please tell me how a paladin (without the alignment/code/etc. restrictions) is conceptually different from a fighter who decides to fight for a specfic deity's cause? In other words without the alignment restrictions/code of conduct/deity power over abilities... what makes the paladin archetype any different than a mercenary for a particular religion? Even in 4e his combat role occupies the same space as the fighter's .... that of defender. This is one of the reasons I find the claims of him having to fight valiantly and throw himself into danger (like many other defenders in 4e who aren't based around a valiant or noble archetype) kind of hollow as far as it being the differentiating factor for a paladin, so my question is what differentiates him in a narrative sense?
Through the fictional positioning in play.
We have a paladin. He is a fortress of his ethos, imbued with divine power and trained in martial arts to defend those virtues. How do we know this? Well, in 4th edition we know this because the thematic archetype that you don when you choose the class says that is what you are.
4e PHB
Paladins are indomitable warriors who’ve pledged their prowess to something greater than themselves. Paladins smite enemies with divine authority, bolster the courage of nearby companions, and radiate as if a beacon of inextinguishable hope. Paladins are transfigured on the field of battle, exemplars of divine ethos in action.
To you is given the responsibility to unflinchingly stand before an enemy’s charge, smiting them with your sword while protecting your allies with your sacrifice. Where others waver and wonder, your motivation is pure and simple, and your devotion is your strength. Where others scheme and steal, you take the high road, refusing to allow the illusions of temptation to dissuade you from your obligations.
Take up your blessed sword and sanctified shield brave warrior, and charge forward to hallowed glory!
And the mechanics match/support this archetype:
- All armor and shields.
- Prayers and Melee attacks tagged with Divine, Healing, Implement, Radiant, Weapon Keywords. Suite of Features that expect you to sacrifice (give up your surges to heal others), Smite your enemies, be in the thick of melee and punish those foes with raw Divine power who would dare hurt your allies in your stead, Utility powers that provide fearlessness and allow you to extend it to your allies, and to speak with the tangible Divine backing of your God.
- Skills that promote this archetype.
The fiction and the mechanics match; the fictional positioning is coherent.
Secondary to that is the balance question. In AD&D the Paladin was a more powerful class and thus had to deal with the steeper gradients of XP gain for progression and being subjected to the DM's interpretation of your ethos and your actions with respect to it. In current editions of D&D, there is no mechanical advantage to be invoked when you say the word "Paladin" when you choose your class. As such, due to having no advantage, there is implicit trust that when you pick paladin as your class that you are accepting the thematic rigidness and coherency of the fictional positioning above...otherwise, just pick another class (such as your recommendation; a Fighter who does not possess the fictional positioning above but has the color and mechanics of a sellsword who believes in an ethos but is not divinely imbued/sponsored by the god of said ethos).
The same question could be asked of any player who wants to play a character that has incoherent fictional positioning (eg the thematics and mechanics are in discord); a Wizard with an Int of 20 and several knowledges played as a drooling, ignorant idiot...a Bard with a Charisma of 20 and all the social skills who has no understanding of the human condition and is utterly, socially inept. We don't feel inclined to formulate a system to punish them for these incoherent renderings of the fictional positioning. We don't because there is no need to. It is implicit (in a balanced system) that they wouldn't be building a character with those loaded thematics backed by game mechanics if they weren't interesting in playing it as such. And if they are or if they don't understand the dissonance, then you have "extra-game" issues in which the player is running afoul.