Balesir
Adventurer
I thought I answered as well as any who are advocating "the DM must decide when the paladin falls" have; to wit, I think that method is superior because I prefer it.You didn't really answer the question... Your first paragraph could apply to any character class that is dedicated to something... again, what makes a paladin without mechanical restrictions different in play from any other class that dedicates itself to something?
The paladin is the class that dedicates itself as both a "warrior for good" and a "moral examplar" while relying on powers driven by faith in the divine. In 4E there are actually alternatives to the paladin (the Avenger and Invoker, mainly), but in DDN it looks like it'll just be the paladin.
Reading the exchanges from this side, that sounds somewhat like pot calling kettle, but I'll try to be more exact and dispassionate - even though that doesn't seem to result in any increase in understanding...EDIT: Balesir, please tone back the hyperbole it would make your points easier to take seriously...
None of which really resolves the problem. Morality and ethics - even such aspects as 'honour' and the keeping of 'oaths' - are really not amenable to objective judgement. [MENTION=42582]pemerton[/MENTION] put it well: philosophers do not argue about what it means to fall off a bridge, but they have spent over 3,000 years arguing about what it means to break an oath."a lifetime second-guessing what the gods/the "powersofgood"/the DM thinks "lawfulness and goodness" means... Many on the side of the discussion for paladin falling mechanics have already advocated discussion and even joint creation of the paladin code and/or what the alignments mean. Some have even advocated meta-game and in-game warnings.
That we don't need to take the argument to such fine points as philosophers do is also not the point. The reason they have been arguing about it for 3,000+ years is that it's really not an objective "thing".
The same applies with "moral authorities". The entire concept is fraught with difficulties; philosophical arguments rage on about what the phrase really even means. It's extremely hard to argue, in a polytheistic setting (as RPG worlds tend to be), that such a thing as a "moral authority" exists at all. The whole concept is, being kind, muddled thinking.
Oh, and I actually said "an imaginary lifetime second-guessing what the gods/the "powersofgood"/the DM thinks "lawfulness and goodness" means". Such "imaginary lifetimes" typically last only a few game months - perhaps 8-12 levels - so it's really not as extreme as you might have read it to be.
If some players want to play without taking account of the realities of their situation good luck to them. I and, I think, most of those I play with simply don't live our lives that way, let alone play games that way.I don't think most players second guess the DM. That is why they are willing to take on the challenge of playing the Paladin who is the moral exemplar.
1) The same applies the other way about; if you want DM control over paladins falling just say "the DM can decide that you lose all your class abilities when you act in a way that (s/he thinks) is "evil" or "chaotic". Here is a summary guide as to the sort of thing that s/he might consider "evil" or "chaotic", but any actual judgements will necessarily be made on an ad hoc basis as the situation seems to warrant".So tell the players of paladins in your games they cannot fall unless they choose to and let those of us who enjoy the mechanic continue using it... This could be done trivially in any of the earlier editions, so problem solved.
My worry is not, frankly, that the paladin will have a DM-controlled "fall" mechanic - that is, as you say, easily ignored - but that other game features will be designed to suit this. So the paladin, absent a fall, will be more powerful than other characters. And such muddled inanities as "Detect Evil" will be cemented into the class (and the system). These sorts of "features" would make the entire class - possibly even the entire system - unusable to me as written.