steeldragons
Steeliest of the dragons
This is an eye-opening thread. So here's another question for those of you who chose option 1 or 2:
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Is this a) a good solution, b) a tolerable compromise, or c) a possibly patronizing sham?
This sounds like a tolerable compromise edging on a good solution. I would go so far as to, for those characters, like Paladins or Druids (and even certain "extreme" or exceptionally powerful/organizied churchs), who I would consider to be part of an order/organtization, that the penalty be applied across the board for that order/organization...whereas other groupings or individual paladins or clerics or druids might not.
See also: bards, warlocks, 'thieves cannot be LG,' 'rangers must be Good,' and others. One of my pet peeves is the haphazard way that D&D applies alignment restrictions...-snip-
That is a matter of personal campaign/game. In my own world, I have a general attitude that "sub-classes" receive alignment restrictions...which, makes sense to me given their extra abilities/powers. On examination, in retrospect, perhaps that's where/why they were originally part of the game.
Base classes can be any alignment in my games. But if you want to be a Barbarian or a Ranger instead of Fighter, then you have a certain outlook or philosophy that you adopt to be able to acquire all of the bells an' whistles of that class.
Well, except Thieves/Rogues. To my mind/in developing my world, I reason that stealing is basically frowned up in any society/community, even among "evil" creatures. So a Thief PC in my campaign must be non-lawful. But can readily be NG or CG, since while I do subscribe to there being "no honor among thieves" they are not summarily "bad people" [i.e. "evil].
Case in point. A lot of gamers seem to have this special reverence for the paladin, but to my mind he's just a cleric who's better at smiting than turning undead.
AH! See, this may be where we are differing. I, in my world/game, view the Paladin as a subclass of Fighter. They are fighter who just have more of a connection to the "divine" side of things (like a ranger is a fighter who has more experience/connection to the "nature" side of things) VS. a Cleric with more connection to fighting stuff. Their role is, primarily to fight not to support/bolster.
But, again, that's my world/game, just a personal matter of perspective in the game-setting flavor...which is well conveyed for players in character creation before the dice hit the table.
This is why I prefer 4e's way of handling divine classes. (Even if I find the ritual endowment thing somewhat silly.) The paladin is more restricted than other classes, but it doesn't matter because all of the restrictions are equally toothless.
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That said, I've played with DMs where playing another class isn't really an option. Take core-only 3e games, which seem to be popular among DMs; the players know that having a dedicated healer in the party will vastly improve their chances of survival, so somebody volunteers for that role. Unfortunately, his options are limited: there's the cleric and the druid. That's it; opting out of restrictive classes in such a game isn't possible unless the party's willing to rough it without a healer.
A couple of things here, if you'll indulge me

1) I do not, in any way, consider Cleric to be a restrictive class. There is always a god for the player to make a cleric to be any alignment they want. (or close to it, in my world. i.e. The cleric of a "True Neutral" deity need not be "true neutral" (it's best if they are, they'll go further in the order/organization), but one could certainly be a NG of CN and follow a True Neutral god (or LN or even NE -though I would not think a NE character would want to be part of such an organization unless it were NE itself. The way I interpret the alignment, "organizations" aren't a NE tenet/specialty).
But, point is, I do not consider Cleric a restrictive class. That's what makes it a Base class versus a Sub-class.
2) I incorporated/developed a "Shaman" sub-class of Cleric.
Clerics, to my reasoning/in my setting, are the members of established/"organized" religions.
Shamans exist as the spiritual/magical authority for those societies in which no "organized religion" exists. They have certain "spirit/totem" powers and can use a few "pointy" weapons. But we needn't get into that here...Point is, a player wanting a "divine" character/class might be a Cleric or Druid or Shaman.
So there is really no less option than telling the player who wants to hit stuff (a "martial character" if you will) they can be a Fighter or Paladin or Ranger.
I just throw that out there as something you might want to consider to give the divine-player something else to work with.
As always, play what you like and, again, I think your idea to apply alignment restriction/consequences to a particular player is a good one.
Have fun and happy restricting

--Steel Dragons