The problem with this discussion is that it is always the same. Some people want to use or introduce varying levels of good and evil, and other people don't.
Good and evil in D&D has always been black and white. The rules do not support varying levels of evil. Someone a little bit evil is just as susceptible to smite or other evil affecting abilities as someone who is completely evil. The rules make no allowance for lesser or greater evil.
Paladins exist to enforce the will of their Lawful Good deity. The will of these deities is often the destruction of all that is evil. Not just the big evil, all evil. Players and DM's need to work out, in advance, just how this good vs. evil interaction is going to work in the campaign world.
I think that it is horribly wrong to strip a Paladin of his abilities because he commits an act which the player feels is justified, but the DM feels was evil. It is senseless and irresponsible to let something like this happen.
There needs to be a level of communication between the DM and player which would prevent these types of problems from happening. Let the player know that he has a bad feeling about what he is doing, or give him a sign that his deity is displeased with the action he is about to commit. Give him some warning before you nuke his character.
Good and evil in D&D has always been black and white. The rules do not support varying levels of evil. Someone a little bit evil is just as susceptible to smite or other evil affecting abilities as someone who is completely evil. The rules make no allowance for lesser or greater evil.
Paladins exist to enforce the will of their Lawful Good deity. The will of these deities is often the destruction of all that is evil. Not just the big evil, all evil. Players and DM's need to work out, in advance, just how this good vs. evil interaction is going to work in the campaign world.
I think that it is horribly wrong to strip a Paladin of his abilities because he commits an act which the player feels is justified, but the DM feels was evil. It is senseless and irresponsible to let something like this happen.
There needs to be a level of communication between the DM and player which would prevent these types of problems from happening. Let the player know that he has a bad feeling about what he is doing, or give him a sign that his deity is displeased with the action he is about to commit. Give him some warning before you nuke his character.