airwalkrr
Adventurer
I played a paladin once (3e before 3.5). He began at 2nd level and died at 4th. I found the experience distasteful after his death because the DM forced several unpalatable options at that point. He was a paladin of Tyr in a game using Norse mythology and I played him as valorous, courageous to a fault, generous, and above all with a love for the thrill of combat and adventure. He tended to annoy the other party members with his piety, but he preferred to live by example and not force impractical decisions upon the other party members. When he died, the DM took me aside and explained a scenario wherein my character did not ascend to join Tyr in Nifelheim as he expected, but rather was given the option to serve Loki and return to life or remain in the void for all eternity. Obviously, he choose the void. The DM, clearly frustrated that my character would not accept the obvious railroading attempt to bring a follower of Loki into the party, tried to entice my character in other ways, but he remained steadfast. Finally, he said Loki left my character alone in the void for what seemed like 5000 years. Then a strange creature approached him and offered him a way out. I decided that after 5000 years in the void, anyone would go crazy, so my paladin did. When he followed the "way out" he was returned to life 10 minutes after the point where he had died and the DM told me to roleplay my character as Chaotic Neutral in alignment from that point. Well, having gone crazy and now being CN, my character went on a rampage, accusing the other party members of collaborating with followers of Loki and trying to tempt him. The DM, clearly realizing this was a bad idea, almost immediately restored my character to Lawful Good alignment, but informed me that he had fallen from paladinhood. Needless to say, I did not cry too hard when the paladin died for a second time several sessions later (mostly because he was now little more than a fighter with a higher than normal Charisma and Wisdom without the feats) and this time I was allowed to create a new character.
My experience with paladins as a DM is that they are usually fun to have around. They keep the other party members in line and often extol a certain sense of reason about them. The most common problem I have had is when the player chooses a paladin based solely on some idea of a power build and then throws roleplaying out the window. I have rarely encountered a player who, zealously pious in life, decides to roleplay a similar character in the game. The only minister I ever had in my games played primarily Neutral and Chaotic Neutral thieves. Very nice guy actually. Apparently, he bought into the idea that D&D was a fantasy game and your character is not necessarily you. What a novel idea!
My experience with paladins as a DM is that they are usually fun to have around. They keep the other party members in line and often extol a certain sense of reason about them. The most common problem I have had is when the player chooses a paladin based solely on some idea of a power build and then throws roleplaying out the window. I have rarely encountered a player who, zealously pious in life, decides to roleplay a similar character in the game. The only minister I ever had in my games played primarily Neutral and Chaotic Neutral thieves. Very nice guy actually. Apparently, he bought into the idea that D&D was a fantasy game and your character is not necessarily you. What a novel idea!