Blackwarder
Adventurer
I'm unhappy but I don't think it's a strike against 5e, even though that was the only option on the poll.
Warder
Warder
[MENTION=42582]That said, people want an answer to the question "what happens when John fails to live by those standards?", and it seems that they don't believe "nothing" is a valid answer, much like they don't believe that it should be a valid answer to the question "what happens to Joan when she loses her spellbook?". Honestly, outside the realms of the "evil DM", I believe more wizards have lost access to their powers than paladins in the last 35 years.
I'm relying on the ordinary meaning of the word - "any knightly or heroic champion" is one definition that comes up, and "knightly" in turn means "characteristic of a knight; noble, courageous, and generous".
If, in 4e, you are playing a PC paladin of a chaotic evil or chaotic god, you are already departing from the game's default assumptions, and so to a significant extent the onus is on you to make sense of the situation that you have created.
For instance, the 4e PHB describes paladins (pp 89-90) as:indomitable warriors who’ve pledged their prowess to something greater than themselves. . . [and who] bolster the courage of nearby companions, and radiate as if a
beacon of inextinguishable hope. . .
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. . .
As fervent crusaders in their chosen cause, paladins must choose a deity. Paladins choose a specific faith to serve, as well as an alignment. You must choose an alignment identical to the alignment of your patron deity; a paladin of a good deity must be good, a paladin of a lawful good deity must be lawful good, and a paladin of an unaligned deity must be unaligned. Evil and chaotic evil paladins do exist in the world, but they are almost always villains, not player characters.
The descriptions of evil and chaotic evil make it pretty clear - if it wasn't already - that "paladins" having those alignments will not be beacons of inextinguishable hope who take the high road rather than scheming and stealing (PHB p 20):Evil characters don’t necessarily go out of their way to hurt people, but they’re perfectly willing to take advantage of the weakness of others to acquire what they want. . .
Chaotic evil characters have a complete disregard for others. Each believes he or she is the only being that matters and kills, steals, and betrays others to gain power.
Clearly evil and chaotic evil paladins are not going to be paladins in the ordinary sense of the term. (Paladins of Bane would be plausible exceptions within the D&D cosmology; they aren't necessarily schemers, and the only weaknesses they set out to exploit are military weaknesses or personal weaknesses such as cowardice.)
The 4e DMG even has a brief discussion (p 163) of how to handle "anti-clerics" and "anti-paladins":Evil and chaotic evil deities have clerics and paladins just as other gods do. However, the powers of those classes, as presented in the Player’s Handbook, are strongly slanted toward good and lawful good characters. . .
You can alter the nature of powers without changing their basic effects, making them feel more appropriate for the servants of evil gods: changing the damage type of a prayer, for instance, so that evil clerics and paladins deal necrotic damage instead of radiant damage. When a prayer would blind its target with holy light, it might instead shroud a character’s eyes with clinging darkness. Holy fire consuming a foe with ongoing fire damage might become a coating of acidic slime that eats away at the flesh, or a purple hellfire with identical effects.
For someone playing with the full suite of 4e rules, the best way to play a paladin of a god like Gruumsh or Asmodeus or Torog or Tiamat or Zehir is as a blackguard. (Who, apart from anything else, will play as a somewhat selfish striker rather than an other-regarding defender.)
That would be a contradiction, given that honour and chivary are particular ethoses.
This is as close as you get to answering my question "What sort of game do you and @DDNFan have in mind". Namely, one in which if the player choose to have his/her PC stick to the code then his/her PC will die (or, at least, have a real chance of dying).
Do you think that a character who flips out or cries when his/her PC is killed is going to calmly accept that the price of having the PC live is letting the GM strip away the character's mechanical abilities? My gut feeling is that such a player will be angry at the GM for having framed him/her into a no-win situation. And frankly, my sympathies would be with the player at that point.
The tight focus on the specific "loss of powers" approach, with nothing else being acceptable (or really even suggested, save I think by me), though, suggests you're wrong that it's merely that "nothing" is the problem, rather "anything but the traditional answer" seems to be the problem.
I disagree... I think some people want an answer beyond your suggested answer of DM fiat.
Disagree with what? I've seen no suggestions but mine and the trad way. What are some other ways?
The tight focus on the specific "loss of powers" approach, with nothing else being acceptable (or really even suggested, save I think by me), ...