I actually trust my DM when it comes to playing my Paladin/Inquisitor in PFS. Any DM that will screw you over will do it with any class so you can't blame the class nor it's restrictions.
I agree with Obryn here. It's not about trusting the GM - I GM much more than I play, especially these days. For me, it's about trusting my players. Why am I a better author of their characters' ideals than they are themselves?I've trusted my DMs in the past, and I endeavor to be a trustworthy DM. None of this matters in this context.
Or to come at it differently - I don't see that the player of the paladin has a conflict of interest in adjudging his/her alignment, unless you're playing a "paladin's code is an actual disadvantage in play" game of the sort that [MENTION=6688858]Libramarian[/MENTION] has described upthread. But that's not the only mode of D&D play, and I'm not sure it's even been the default since sometime in the early-to-mid 80s.
The difference is, surely, that what counts as "breaking your oath" or "transgressing your code" is more frequently and more hotly contested. There's a whole intellectual field, moral and political philosophy, devoted to ascertaining what counts as breaking oaths and transgressing codes. And as a professional participant in that field, I can tell you that agreement is not widespread and the contests is hot. To the best of my knowledge there is no comparable field devoted to what counts as stepping off the bridge (that's at best a fairly uninteresting example in the metaphysics of vagueness).I'm not really seeing how "policing" the paladin's restrictions are any different from adjudicating consequences of PC actions. You step off the bridge, you fall in the river. You steal from the royal treasury, you risk the ensuing man hunt. You break your oaths or transgress against your code, you must atone.
For me, this captures my response perfectly.I find this a bizarre outlook, at once full of delicious irony and warped fantasy. Under this paradigm, it seems, the paladin - or rather its player - is not a shining beacon of good, but rather is assumed to be a chittering, murmering imp intent on vile evil just as soon as it can get away with it. The true hero of the piece, meanwhile, is the valorous and flawless DM, his silver armour glittering in the sunlight and his shining sword, straight and pure, held aloft, keeping the restless swarms that sit at the heart of all supposedly "good" characters in their place.
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I just don't buy that many or even several players of paladin characters are out to despoil the game world at the earliest possible opportunity; that's not how the games I play have ever worked. If we ever came across such a childish little gimp, I think we'd just throw him out - life's too short to play with jerks.
Again, I can understand Libramarian's gamist approach. But I don't feel the pull of the GM-control model outside that gamist approach to play.
if the Paladin kills a Good shopkeeper in cold blood to take his stuff without paying for it, and the player says "no, I don't fall," we have a problem with the class living up to how it is fictionally supposed to function. Thus, the GM should be able to say "um, no, you committed blatant murder so you could steal. You lose your powers."
I agree with Hussar. Where are all these players of orphanage-burning, shop-keeper killing paladins? And do we have any data that shows how successful alignment mechanics are at curing them of their problems?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.
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 a player who chooses to play a paladin, and then (in the example given) burns down an orphanage! Why would I waste my time playing with that person? What are they adding to my game? And what would make me think that enforced mechanical aligment is going to beat them into being a good player?Ok, so... taking away a players imaginary powers because they acted a certain way (with the possibility of atonement) is totally wrong... but kicking a player out the group for good because they acted a certain way is totally good... Uhm, ok.
Obryn;6119944I think the falling mechanics are unnecessary and damaging baggage that throws serious mechanical consequences into conflicts that are sufficiently interesting without them said:Agreed.
But why shouldn't this be up to the player. To put it another way, why can't the GM put it to the player "That wasn't very honourable, was it?" If the player agrees, they play out the consequences. If they don't agree - if they thought that what they did was a permissible choice in the circumstances - why second guess?D&D also has a strong gamist slant and there can be times where a player is faced with a better chance for survival and/or expediency vs. playing a character like the paladin true to its archetyype... If he chooses expediency and survival at some point over the archetype... it doesn't make him a jerk, but he's also not playing the paladin archetype correctly.
This connects more broadly to other issues of playstyle, too, like "fail forward" adjudication. I would prefer that D&Dnext accomodate a wide range of styles, including my own!
This is why I don't regard the deities as NPCs in the strict sense. They are shared characters. The player of the divine PC has a say too. Sometimes, their say is the most important.Is a deity really an NPC is a setting? If so, it is unique for divine origin characters to have their power completely dependent on an NPC.