Imaro
Legend
You might want to reword that one. I don't think even paladins are so masochistic that they punish themselves for not falling short of their ideals.
What about a paladin of the masochistic ethos?

You might want to reword that one. I don't think even paladins are so masochistic that they punish themselves for not falling short of their ideals.
I'm having a hard time seeing the difference, ultimately (going by your statements above) both games basically seem to be saying... play a certain way or have an unfun experience... am I missing something here?
In terms of balance, that's not necessary in 4e because all of the classes are balanced by default. It's not like in earlier editions where a paladin was just objectively better than a fighter and needed to be reined in in some way.I don't really see a problem with paladins being punished for <snip> falling short of their ideals. It makes. Lot of sense for the concept and the restriction on behavior is one of the balancing factors of the class.
This also relates to @Ratskinner 's post above: the mechanical overhead of D&D is noticeable, but it does give a degree of detail in the fiction that reinforces certain things pretty tightly.
A paladin who uses a bow and arrow, is less effective and less tactically optimal than a paladin who does melee... due to the design of the mechanics (moreso power and class design).
If I choose to play an archer paladin, then I am being punished for not playing the type of paladin 4e wants me too.
I don't see how alignment is relevant to the discussion of how 4e in particular does it. In 4e a Paladin is a "Champion of an Ethos, an ideal", being LG has nothing to do with it - unless the paladin is espousing the LG ethos.
A god of nature might be more neutral (unaligned) and as such might espouse an ethos of "live and let live" (more chaotic), or one that is more militaristic and espouse "ecoterrorism" (more neutral evil). How does the restriction of being LG in anyway espouse those? In earlier editions the Paladin would not be able to espouse that live and let live ethos, in 4e they can. In 4e base rules the PCs would not be evil so the latter ethos would probably not apply. But if a DM and player wanted to do that they could probably work it out.
Alignment is an entirely different ball of wax altogether, and one that I'd rather not get into as part of this discussion. IMO, at the game level, the "ethics" of alignment are entirely based on opinion and usually the game designers opinions. If they were not, there would not have been as many pixels killed in the apologetics of them.
In earlier editions, the default "rule" was punish "ethical" slips. But according to the "ethics" of whom; the DM, the player, the game designer? In 4e the default is we don't provide you rules for dealing with "ethical" slips, that is entirely a roleplay opportunity for the players at the table, and DM to explore. The class writeup gives the basis of the class. The default gods have some broad generalities to them if the DM wants to hang an "ethos" on them. I would have liked some examples, but the lack of examples doesn't "break" what is there.
In 4e at least you have a choice, even if it's not optimal. In earlier editions you don't get a choice at all. You were prohibited from using ranged weapons, it was somehow dishonorable.A paladin who uses a bow and arrow, is less effective and less tactically optimal than a paladin who does melee... due to the design of the mechanics (moreso power and class design). If I choose to play an archer paladin, then I am being punished for not playing the type of paladin 4e wants me too.
I'm not arguing which paladin is a broader archetype, that's irrelevant... I'm saying both games punish you (albeit in different ways) and reward you for choosing to play the paladin the way they want you to with less effectiveness in the game.
Also, on a side note, if were discussing sourcebooks then I'm not sure the 4e archetype is broader since there were variant abilities for paladins as well as alternate classes that covered the alignemnet range of 4e, but that's neither here nor there.
You mean that the 4e Paladin has powers that only work in Melee? Like Smite Evil? Or the ability to cast Holy Sword? And not having access to such powers because you don't want to use them is penalising you?
Or the sort 3e wants you to play, evidently! But seriously, 4e classes aren't more than superficially about where you get your power from. They are about what you actually do. In 3e the only way to be a paladin is to be a member of the (or a) Paladin class. In 4e most paladins are Paladins, but there is literally nothing to prevent your divinely empowered shining beacon of hope from being a Warlord (and a Bravura Warlord would make a damn good paladin in shining armour) or even an archer-bard. And there's nothing to prevent a Paladin from being an atheist or, worse yet, a paladin of the Blood of Vol who doesn't even know that their cult is a fake.
Yes there are, the cavalier and the blackguard come to mind. Each of the builds in divine power also cover more "themes". It might not be here nor there, but it's interesting that you have at least 6 different flavors of the paladin with 4e, and people complain that 4e is too narrow.
Because in the end both paladins follow an ethos...
So instead of differentiating them on the basis of combat style, 3.5 differentiated them on the basis of alignment and/or ideals.
So talking it out works in 4e for various ethos and/or alignments... but for some reason self-destructs if used in 3.5... uhm, ok never experienced it but I guess.
And in 4e it is... punish the player for combat orientation slips... based on how the designers decided a paladin should fight... So I can accept that you prefer the punishment be centered around how the Paladin fights as opposed to his beliefs... but I don't accept he isn't punished for acting "wrong" in 4e.