If you enter the game with the expectation that players will approach play malignantly then your due to have your expectations met. If you start out with trust, mutual respect, and common goals your players might surprise you.
This has always been my experience.
It seems rather simple to me if you play a paladin don't do evil things, don't torture, steal, lie, rape or act in a dishonorable way.
I don't thinkk anyone disagrees with that. But that has no bearing on whether or not the GM has the power to take away the paladin's powers.
I mean, someone who builds a PC with the backstory "I'm an honourable warrior of virtue" who then play a snivelling, cowardly brute is someone who is not serious about the character they're playing. I don't need alignment rules to deal with that player; I can talk to him/her GM-to-player and find out what s/he s looking for in an RPG, and whether or not I want to keep playing with him/her.
But if the player
doesn't agree that his/her PC is a cowardly brute, why should I as GM have the last word? It's up to my players to play their PCs, not me.
Why would you choose to play a paladin if you don't want to role play a good character.
I don't know - you tell me! After all, you're the one who seems worried that, unless the GM has the power to override players' conceptions of their paladin PCs we are going to be overrun with such players.
alignments, if they are optional, mean that paladins just don't make sense. I don't want a paladin who's taken a vow to his god, would accept an order of slaughtering his opponent's villagers.
I don't feel the force of this at all. First, I have played games in which either their are no alignments (Rolemaster campaigns) or in which alignment does very little work other than acting as a personality and cosmological descriptor (4e). Yet in these games paladins - honourable, holy warriors who have taken vows of loyalty and dedication - make perfect sense.
Second, why would a paladin accept an order to slaughter his/her opponents' village? Or rather, why would the player of a paladin declare such an action for his/her PC? Is it because s/he's not actually interested in playing an honourable holy warrior who has taken a vow of loyalty and dedication? Then see my comments above. Is it because s/he feels railroaded into doing so by the GM? Then giving the GM the power to take over the player's PC is hardly to fix that problem! Is it because s/he takes the view that slaughtering his/her opponents' village is not actually dishonourable (s/he is playing a more historically-influecned Crusader-style paladin rather than a romantic Arthurian-style paladin)? Then why is it my job, as GM, to substitute my judgement for that player's playing of his/her PC?
the players need to be able to trust their DMs to be fair. A lot of this smacks of I don't want the DM to have the power to take away my goodies. That means you don'r trust your DM.
No. It means that
I want my character to be a PC, not an NPC. It is my character, not the GM's, and I want to play my own character.
And to see how easily well-intentioned persons can disagree on moral and ethical matters, consider this post:
"don't lie" is a terrible rule that leads to paladins who can't adventure properly with regular adventurers, but "don't lie except to protect the innocent and defeat evil." is a much clearer ruing that allows paladins to have some realistici breathing room. No LG patron of a LG paladin is going to approve of the paladin refusing to lie to the evil demon bent on killing the farmers when the demon asks him "where are the farmers!?" I would expect the paladin to reasonably be able to say "I'll never tell! You must kill me first!" and not get backhanded for not saying "over in the barn."
I think that "don't lie" is a completely tenable rule for a paladin. It states an important matter of honour. It is consistent with Kant's injunction against all falsehoods. But I also don't think that "don't lie" is remotely equivalent to "answer all questions." When the demon asks the paldin "Where are the farmers?" the paladin is quite entitled to reply "I won't tell you." That is not a lie; in fact, it's a true statement! It doesn't deceive the demon at all, nor seek to. And the requirement of honour is above all a requirement not to deceive; that's why you can't lie, can't poison, can't assassinate and hope to keep your honour.
Anyone who would even argue that torture isn't inherently evil, is ipso facto evil, IMO, (since we're talking about whether alignments are important in D&D)
The question is not whether it's inherently evil - as in, something whose occurence makes the world worse than it otherwise would be. The question is whether it nevertheless is sometimes permitted. Some say yes, other say no. Why should the game build an answer to that question into its rules? Particularly when that answer, in any event, has application only to a very narrow category of characters.
It makes no sense that if powers come from deities that they would allow you to have them when you are going against what they hold dear. That just ruins any sense of a believable world.
I addressed this upthread: it doesn't require that the GM be able to strip the player of their paladin abilities. Another way is to give the player some authority over the playing of the deity (ie the diety is not fully an NPC). That is my preferred approach.
Nothing wrong with a paladin converting into an anti-paladin. But why should that be a matter of the GM's choice? I prefer the player to take the lead in that sort of character development. Which means, if I'm going to play D&Dnext, it has to make room for my preferences as well as those of others. Which precludes building paladins with a GM-adjudicated alignment/code as a core feature.