I guess I'd much rather play with players who would turn to me, the DM and say, "Yup, that was an evil act. I fall." rather than force me into the role of judging the player's interpretation of his character.
And I'd rather trust my GM to handle it while I immerses in-character, only coming out of character when I absolutely need to. Just a play style difference, and yours isn't wrong.
Then again, I wouldn't play with people whose grasp of the fundamentals of their character were so bizarre that they would possibly think that cold blooded murder would be in character for a paladin. No amount of mechanics is going to help that player.
Well, I wouldn't play with a GM that is going to screw my Paladin over, either. Again, just play style difference.
I mean, have you ever seen a player playing a paladin who is that far out of touch with the definitions of the class that they would actually do this? We're talking about someone who's got some serious issues.
I think it's far more likely that the player performs an act which is open to interpretation, but because the DM has final say, the player's interpretation carries no weight. I don't like that style of mechanics.
Thus, my statement of there being a debate to be had for who decides the fall, followed by my preference and reasoning.
Teach people how to play the character rather than try to bludgeon them into behaving a certain way.
I don't consider it bludgeoning them, personally; I consider it the mechanics upholding the fiction, which helps me immerse. As always, play what you like
That's pretty much the key right there. I don't find that sort of setting anywhere near as interesting. You do; that's fine.
Yep. Your preference is fine, too. Just play style difference.
I'd like to see falling mechanics as an optional sidebar;
I'd be okay with that. Same for Clerics, Druids, etc.
that way folks who want to bring in the heavy-handed mechanical consequences to playing your character "wrong" can get what they want.
I wanted to comment on this; when you "fall" as a Paladin, you aren't playing your character "wrong" so much as you made a decision. It could be a mistake (this happens with all characters and all classes), or you could've made a conscious decision to step off that path. Either way, it'll be interesting during the course of play at my table. It's not
"playing your character wrong" to make mistakes, or work against everything you've idealized up to this point. It's character depth, or even character growth. I highly value those things, and a "fall" mechanic is a tool for that (for my group).
As a quick example, the last D&D session I ran* ended with Brock (a longtime Cleric of Pelor, now in epic levels) losing his powers, taken away by Pelor himself. The player
loved this development. The drama for him was fascinating. Brock had worked for this one ideal (serve Pelor, no matter what), but his faith finally wavered at the end of the campaign / session, and his god (who was grieving at the time) took his power away, in-person. This was a great hook for this player, and the aftermath of how this gets resolved is incredibly important to this player. He's very much looking forward to resolving this, and he's wondering where he'll go with Brock. Will he find his faith? Break off? Follow another deity? He's not sure yet, and that makes for an interesting game for us.
*(which was a while back, as I don't run D&D games regularly; they're closer to 1-shots or 2-shots)
Again, I get that you don't like that style of game, but I think "playing your character wrong" is just loaded wording, and is probably best avoided. As always, play what you like
