Rune
Once A Fool
It's like they wrote the DM a little guideline right in the player's manual on how to handle 'That Guy.'
Also the concept of Paladins tracking down a member of their order who had gone rogue is just plain cool, and now HEAVILY supported by the fluff.
And if 'That Guy' decides to give the Knights of the Holy Order of Pelor a bad name, well, he can expect that the Knights of the Holy Order of Pelor might take a VERY dim view of that. To the point where the second time he tries it the party might hand him over to the Knights themselves.
Yeah, I'm all for in-game, social ramifications (which is why I said "save social [repercussions]" in my diatribe). But that only comes up when the dastardly deeds are known.
A cleric, by the book, is divinely restricted from doing things counter to his/her deity's will. A paladin is not.
It's like they took the classic paladin and said, "let's make this class cool for people who don't like to play paladins," but in the process, they took away what makes paladins fun for those of us who do (that is, a rigid adherence to a code, and drastic--and immediate--consequences for straying from the path). Playing a paladin should be like being a paladin. It should be a challenge. That's what's fun about it!
And, to that end, I reiterate: I don't care so much for alignment restrictions, but I do want to see behavior restrictions for certain classes and actual mechanical consequences for breaking them. Social consequences I can--and will--handle on my own, but give me something mechanical to work with!
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