Imaro
Legend
I thought I answered as well as any who are advocating "the DM must decide when the paladin falls" have; to wit, I think that method is superior because I prefer it.
SO it's just a preference... a preference which can easily be accomodated by ignoring the falling rules for a paladin. I mean what exactly in PF or 3.X breaks if you just say... "no paladins fall unless they want to"?
The paladin is the class that dedicates itself as both a "warrior for good" and a "moral examplar" while relying on powers driven by faith in the divine. In 4E there are actually alternatives to the paladin (the Avenger and Invoker, mainly), but in DDN it looks like it'll just be the paladin.
So is it the divine power keyword you need? Because "warrior for good" and "moral exemplar" are concepts that can be attached to nearly any class if you want. As for divine power... doesn't DDN have the cleric? I mean the cleric can fit everyone of your criteria above if the paladin is to stringent in it's requirements...
Reading the exchanges from this side, that sounds somewhat like pot calling kettle, but I'll try to be more exact and dispassionate - even though that doesn't seem to result in any increase in understanding...
Uhmm... ok, I guess
None of which really resolves the problem. Morality and ethics - even such aspects as 'honour' and the keeping of 'oaths' - are really not amenable to objective judgement. @pemerton put it well: philosophers do not argue about what it means to fall off a bridge, but they have spent over 3,000 years arguing about what it means to break an oath.
This isn't about the intricacies of real morality or ethics... it's about following a pretend code dedicated to a pretend deity or cosmic force in a pretend world and who arbitrates whether you broke that code... you or the guy responsible for all/majority of the fictional world. Unless you are running the deity or cosmic force that you pledged to... how can you decide whether you broke it or not?
That we don't need to take the argument to such fine points as philosophers do is also not the point. The reason they have been arguing about it for 3,000+ years is that it's really not an objective "thing".
It's very much part of the point... since in a fictional world (and the default D&D world) it is an objective thing.
The same applies with "moral authorities". The entire concept is fraught with difficulties; philosophical arguments rage on about what the phrase really even means. It's extremely hard to argue, in a polytheistic setting (as RPG worlds tend to be), that such a thing as a "moral authority" exists at all. The whole concept is, being kind, muddled thinking.
What are you talking about here. There isn't a "moral authority". Again, there is a fictional deity or fictional cosmic force that you have made the choice to pledge your character in the game to. We aren't talking about objective right or wrong... we are talking about whether you have broken the code of that fictional deity or fictional cosmic force. It's not muddled at all... it's objective, tangible and alot more straightforward than the real world.
Oh, and I actually said "an imaginary lifetime second-guessing what the gods/the "powersofgood"/the DM thinks "lawfulness and goodness" means". Such "imaginary lifetimes" typically last only a few game months - perhaps 8-12 levels - so it's really not as extreme as you might have read it to be.
Even with the quicker advancement of 3.x and 4e... I would consider the necessary time to advance 8-12 levels more than a few
If some players want to play without taking account of the realities of their situation good luck to them. I and, I think, most of those I play with simply don't live our lives that way, let alone play games that way.
But the game isn't being made specifically for your table.
1) The same applies the other way about; if you want DM control over paladins falling just say "the DM can decide that you lose all your class abilities when you act in a way that (s/he thinks) is "evil" or "chaotic". Here is a summary guide as to the sort of thing that s/he might consider "evil" or "chaotic", but any actual judgements will necessarily be made on an ad hoc basis as the situation seems to warrant".
Uhm... no. I need to come up with the code (or various codes if the paladin can follow more then one deity) with no examples, I need to come up with rules for atonement, I need to come up with what happens when a paladin falls (do his levels switch to fighter, does he just loose all of his abilities, or something else), and so on. Which is alot more work than ignoring something.
My worry is not, frankly, that the paladin will have a DM-controlled "fall" mechanic - that is, as you say, easily ignored - but that other game features will be designed to suit this. So the paladin, absent a fall, will be more powerful than other characters. And such muddled inanities as "Detect Evil" will be cemented into the class (and the system). These sorts of "features" would make the entire class - possibly even the entire system - unusable to me as written.
So you're arguing against something because you're assuming things. Again, what broke the game when you told a 3.x paladin that they couldn't fall unless they wanted to?