Thanks for the reply @
billd91 . @
Imaro , I'm going to mix up your post if you don't mind.
Personally I've never really found this to require much mental exertion on my part. A discussion of alignment is necessary but then it falls into campaign discussion... in the same way I would have to explain the broad and specificity of the views, portfolios, etc. of the deities in the game (in a vacuum). I generally keep notes about what my players have done, their goals, etc. as part of running a campaign... It is with these notes that I can evaluate behavior for shifts in behavior. Major shifts would make such a big impression on me during the actual game that I would be hard pressed not to notice them if I am paying even a modicum of attention to the game I am running and the players that are participating. And for me, executing those shifts is no different than executing anything else in the game.
I don't find the analysis difficult. That is easily enough performed. The main problems I have are:
1) I've never enjoyed the interaction of alignment with system components/resources (eg; I despise Detect Evil) and the extra-conflict strategizing those fundamental components require/entail. I don't like the implications on the default setting. As such, I don't want to spend any time on it at all; the QC or the extra-conflict strategizing to deal with the divinations et al.
2) People who are peers can disagree vehemently over incredibly mundane things (of the 1st order). Consequently, complex things of 2nd and 3rd order are ripe for disagreement on interpretation and understanding. I really want no part of it in leisure pursuits (wait...I'm posting on a message board...as a leisure pursuit...disagreeing vehemently over incredibly mundane and/or complex things...hrmmm).
3) I find that if people are aware their actions are under a microscope, they will behave differently, without full autonomy. Further, the pressure may "lock them up". I don't want that with people I trust to both be sincere in their play and be provocative and dynamic (coherently) when responding to adversity.
4) A vast proportion of my GMing style is adlibbing and improvising. This is what I enjoy the most and what I am best at. The deeper I get into world-building and quality controlling of play, the less mental overhead I have allotted toward being on my toes and responding with coherent, dynamic, genre-relevant conflict that follows from the preceding conflicts and touches on the cornerstones of the characters' thematic material.
Unless they believe outside judgement by a higher power, one outside of the character, is a part of the archetype. Then a player could honestly want to experience being judged by his or her deity or cosmological force. The fact that you push this judgement onto them could create a dis-satisfying play experience for them.
No, I certainly understand that a player "could honestly want to experience being judged by his or her deity or cosmological force." Its self-evident. This website is chock full of them as is this thread. That is just not my players' preferences. For my players, a deity is equal parts "cosmological force" and equal parts "PC build tool". We treat a player's deity and a player's ethos as an Instinct in Burning Wheel; it is an insurance policy taken out to assure them that I cannot frame conflicts against their will. If there is any dispute in interpretation or they feel I have infringed upon this insurance, I will respectfully defer to them. There are a million and one conflicts to frame them into that can touch upon their chosen thematics. I'll go with something else as the last thing I want to do is tamper with their sense of protagonism/agency. I may use the relationship to impose physical moral consequences of action or to juxtapose virtues/beliefs such that they have to prioritize, but I won't impose my idea of their divine coupling with their god/ethos anymore than I would tell a Fighter player that they're misinterpreting the footwork of their martial art and narrating something athletically incoherent.
Combining these two:
Wait are you claiming that, according to the 3.x rules for building encounters, that a party consisting of a cleric, wizard, fighter and thief is considered lower power than a party consisting of a cleric, wizard, paladin and thief? If not you are conflating the encounter budgeting rules being off with those of the fallen paladin purposefully making you weaker. The paladin and the fighter in 3.x are (right or wrong) considered of equal power. As to the atonement quest being a headache... well it's no different than the individual quests in 4e is it?
Again you seem to be conflating the balance issues around classes (and honestly in 3.x the fighter and paladin aren't considered that far apart in power level they are both considered tier 5 characters)... with the rules for fallen paladins... of course I thought your problem was the rewriting of a character from paladin to fighter without the players express consent, but now that I realize it's just a balance issue... well then that's different.
I probably didn't communicate this well.
1) The success of the CR system in transcribing challenge from paper to play is contingent upon the (obviously erroneous) supposition that class levels are roughly 1:1 in value. We know this to be untrue in practice. Further still, it becomes even less true as levels accrue and certain powerful classes or combos significantly outscale others, thus further perturbing the formula.
2) Fighters and Paladins are both tier 5 classes. The Paladin's value is generally predicated upon a reasonable dose of GM-framed situations whereby Paladins will have opportunities to (i) Divine/Smite Evil, (ii) Cure Diseases/ailments, (iii) use its mount, (iv) face enemies that afflict disease or fear, and (v) vanquish undead, demons, devils. If a Paladin is not invoking features i - v, their power, which their tier value is contingent upon them engaging, is significantly reduced below their already paltry standing of tier 5.
3) Given that Fighters and Paladins are both very low tier, and a Paladin is now unable to invoke any of its tier-legitimizing features, it is clearly below tier 5. The difference between a tier 6 class and a tier 1 class is legion. Trying to legitimize the protagonism (it is their specific atonement quest of which they should be the focal point) of a tier 6 (or lower) class while in the presence of a tier 2 or 1 class, requires serious hoops being jumped through. Moreover, creating challenges that are
engaging, rewarding and climactic for a group makeup composed of vastly disparate power sources is nearly impossible. If play is level 11 or higher and that (formerly tier 5...now likely equivalent to < tier 6) fallen Paladin is with a Wizard, Cleric, or Druid (tier 1)...good luck.
I'm curious... in 4e what signifies or differentiates a "fallen" paladin from one who hasn't?
The evolving themes and fictional positioning (with mechanics to match up).
We played 6 sessions: 2 at level 21, 2 at level 24, 2 at level 27. The Paladin was Cult Survivor Background. He began play as Knight Hospitaler Character Theme which changed to Demon Spawn during a rebuild of the character. He changed from Demonslayer Paragon Path to Demon-Bound. He changed from Legendary Sovereign to Prince of Hell refluffed as Abyssal Lord's Avatar. He didn't get changed to Blackguard.
In a long term game, the route would probably be something similar (perhaps with a rebuild to Blackguard) for a PC Paladin who wanted to explore the falling of their hero; intermittent, subtle rebuilds. I wish I could find that post as I outlined it at length. He went from an unblemished hero of a nation to eventually realizing that he couldn't win the war without stooping to the same depths of depravity of his enemies. Eventually, his sins overcame his virtues, opening him up to possession to a powerful Abyssal Lord (Juiblex). He was recently exorcised of this demonic possession and Juiblex was defeated. He has now been restored to his former Legendary Sovereign status and Demogorgon and Dagon are being pursued by the PCs (the final antagonists of play).