what is the difference between a knight and a paladin? Because when I have these discussions with you and pemerton I find that I often feel in your minds there is no difference, but in most editions of D&D there most certainly is.
You are correct that I don't regard D&D's mechanical implimentation of the paladin - and particularly the mechanical alignment aspect - as definitive. If I did, then I would be contradicting myself when I said that I find alignment mechanics an obstacle to the play of paladins and similar religious PCs.
D&D didn't invent the paladin as an archetype. It has a long history, going back to medieval history and medieval romance. Arthur, Lancelot and Galahad are literary examples. So is Aragorn ("the hands of the king are the hands of a healer"). The crusading orders provide something of a historical model, at least in their self-conception if not (always) in their reality.
Not all knights are paladins, because some are greedy, some are married (not an absoluted bar - a king can be married but still a paladin - but at least an indicator), some are self-serving, etc. The knight who raised Arthur, for instance, was not a paladin because while he was a nice guy his first loyalty was to family, not to the divinity and its demands.
A paladin is a knight who has been called by the divine, who is touched by the grace of the divine, and who is answering that calling.
I feel you reject the notion that the GM controls those external sources.
In my case (not necessarily [MENTION=27570]sheadunne[/MENTION]'s) that is correct. As I posted upthread, when a player chooses to play a character who has a calling, the GM does not have sole authority over the content or meaning of that calling, or of the one who has issued it.
The player gets a stake in the deities, his home town, his parents, etc. Can the character veto, say, the death of a loved one, the razing or conquest of his home town or the loss of his heirloom/enchanted bow on the basis these are “central to his conception”?
You'd need to tell me more about the context. They could certainly object very strongly to such a thing happening off-stage without any discussion - in my view that would be bad GMing, and hence I wouldn't do it. I think the advice on handling relationship in Burning Wheel is a sound starting point for these sorts of things.
Could you please define what exactly PC "conception" encompasses??
You have similarly not responded to my earlier question of where “PC conception” ends. His deity/church/philosophy must always accept his actions, unless he decides they must not (the Paladin who accidentally took a life).
N'raac, your second sentence is incoherent, because the first occurence of "he" refers to the PC, and the second occurence refers to the player of that PC. If you won't draw any distinction between player and PC, how are you expecting me to explain a playstyle to you that depends upon drawing such a distinction?
As to "conception", in this discussion I am talking about the players' conception of his/her PC as acting properly or improperly. And I am saying that if the player conceives of his/her PC as having done the right thing, and then the GM overrides that conception by declaring the character to have fallen, that is quite different from (as in [MENTION=19675]Dannyalcatraz[/MENTION]'s example) the proselytising priest being banished.
N'raac keeps mentioning that perhaps the paladin or cleric's god has made an error, but to me that makes no sense: first, because a traditional paladin (not D&D tradition, but actual literary and cultural tradition) is devoted to a power who is incapable of error; and second, because within the D&D tradition the paladin is devoted to a being who is an incarnation of law and good, lives on a plane that is infused with law and good, and has mental stats at least in the mid-to-high 20s (varying somewhat with edition). Such a being does not make errors as to what proper conduct requires.
So the GM declaring the paladin to have fallen, in circusmtances where the player's conception is of the PC having acted properly, is in effect telling the player that their conception of their character is mistaken due to their error in moral judgement.
(Obligatory defensive footnote: I'm not interested in being told about players who just want their paladin to be able to torture innocent children for fun. As I said upthread, I guess these players exist because people keep worrying about their pernicious effects on the game, but I don't know any and if I did wouldn't play with them. I am talking about how alignment is an obstacle to my actual play in my actual experience, and one feature of my actual play is that my players are sincere in their playing of their PCs - if they take a decision on the grounds that it's the proper thing for their character to do, they are sincere about that.)
In the typical game milieu, how many immortal beings with staggering INT and WIS live in all of the Outer Planes? I suggest the player and the PC may have discovered that LG is not what the PC considers proper to do.
This is the approach that I described upthread as either cynical, or alternatively the approach of Conan-esque moral self-creation. It is an approach in which, in my view, the very notion of a paladin makes no sense, because the universe itself has no fundamental moral orientation, but rather is uncaring and indifferent.
If a paladin, who has pledged his or her life to all that is good and holy, suddenly finds him-/herself rejected by it, then either s/he is in the same situation as Job - but I would never put a player through that unilaterally - or alternatively is in the same situation as the protagonists in Lovecraft stories, of having discovered that his/her whole conception of the universe was radically mistaken. At which point s/he never would have been a paladin at all, and there would certainly be no such thing as "falling" - there would be nothing against which the idea of "falling" could even be measured!
(Another sidenote: if one approaches paladins in this way - as simply contracted agents of team Celestia - then it makes absolutely no sense that the other teams don't have similar contracted agents. This is not my conception of the paladin.)
If one chooses as an archetype, Archer, and he picks the necessary feats and abilities which would enhance his skill as an Archer. If that Archer drops his bow for a sword, the system punishes him through the mechanics for not sticking to his archetype.
Dropping your bow for a sword isn't the same as the GM telling you that your bow is suddenly, for the rest of the game, replaced by a sword. I wouldn't do that either. If a player builds an archer, and wants to keep playing an archer, than I will keep framing scenes that make life ineresting for that archer PC (and hence make it possible for the player to engage the game on his/her chosen terms, namely, as an archer).
The Paladin character’s views deviate from his deity? This is a HUGE challenge to the beliefs of your character. I thought the game was all about challenges.
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Now, I would not disagree that we could use a mechanic which enables the Fallen Paladin to replace his lost mechanical abilities with new abilities, just as we would likely allow a cleric to change deities and retain his abilities with any relevant changes such as domain spells, granted powers and favoured weapons. Perhaps the Paladin gets to replace his Paladin levels with Fighter levels over a similar timeframe, becoming a character with the mechanical abilities befitting his level. But he does not get to dictate what “LG” or Paladinhood, mean.
I don't see the challenge. Or rather, I don't see the challenge that fits with my approach to RPGing.
I mean, here is one way to challenge my players: keep tilting the table as they try to roll their dice. But that is not a challenge of the sort I'm interested in in RPGing.
Here is another way to challenge may players: "OK, today everyone is to pass their character sheet one chair to the left - surprise, each of you is playing someone else's PC!" That would be a challenge - particularly in my game, where the PCs are 24th level 4e characters, each with a long list of mechanical resources to draw on. But that's not the sot of challenge I'm interested in in RPGing either. (Though I'm sure it would be good if I was coaching my players for some sort of tournament play.)
Here is another way to challenge my players playing paladins: either do A rather than B in the current situation, or else you're going to have to rebuild your PC in a way that you don't want to. But no one has yet told me why I would want to do that, or why it would make the game more enjoyable either for me (do I enjoy telling my players that they have to rebuild their PCs unless they play them how I want?) or my player (if s/he wanted to play a fighter wouldn't s/he have just made one, or if s/he wanted to rebuild as a fighter wouldn't s/he have talked to me about it?).
The paladin's restrictions throughout the previous editions have primarily served to make sure this doesn't happen as far as the paladin's code goes.
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you seem to regard the code as something the paladin can disregard and still be a paladin, I don't think I do.
There seems to be some confusion. I trust my players to play their paladins (and similar divine characters), and to choose whether or not to adhere to the code, and - if their paladin breaks the code - to play this out (as I described upthread with the paladin who let himself be beaten into the ground by a demon).
If my players choose to have their characters disregard the code, this gets played out. Narrative consequences of the sort [MENTION=27570]sheadunne[/MENTION] mentioned in the abstract, and of which I've given a concrete example, get played out. If the player wanted to rebuild his/her PC in some way, that would happen. (It hasn't yet, but the opposite has: the player of the wizard, who had multiclassed into invoker,
rebuilt his PC as an invoker following a resurrection experience that brought him much closer to his patron gods).
There seems to be a default assumption underlying many of these posts that it is hard for the player of a paladin to stick to the code. I think this is probably true in a Gygaxian game - hence my reference, upthread, to the original role of mechanical alignment as a type of disadvantage mechanic in "step on up" play: being LG was harder, but if you could stick to it you could get benefits, like easier access to healing and hirelings.
But in my sort of game the player of the paladin doesn't have any greater (or lesser) challenge than the player of the assassin - both will find themselves (and their PCs) framed into situations that generate pressure and force them to make choices. Either is free to evolve their character in the ways that make sense to them within the context of the game.
In my experience, those against a moral/psychological descriptor don't like it as it doesn't affect the roll-play and might supposedly limit their characters on the role-play which to me is an indication that they prefer the roll-play.
Whereas in my experience, alignment descriptors are used as an "out" for not addressing genuine moral questions in play (eg the morality of killing, which is a big part of typical D&D play), and also as a type of additional constraint in what is defacto, if not overtly advertised, "step on up" play (eg can I rob the whos-its and gain possession of their widgets while still persuading the GM that I'm not evil, because s/he runs a "no evil PCs" game).
It's probably not wise for either of us to generalise too much from our necessarily limited experiences.