Stofsk wrote:Why is the concept of Paladins falling a bad one?
Okay, time for another rant. The problem with Paladins falling is half with the idea itself and half with the style of play it encourages.
First of all, it encourages adversarial behavior. The presence of specific rules to deal with paladins "falling" invites implementation of those rules. This wouldn't be so bad if it weren't so easy to force paladins to fall. There's a whole laundry list of things which are easily interpreted to mean that Paladins have to act like idiots and Jehovah's Witnesses all the time. To put it bluntly, the DM can put a Paladin in a situation where she has to fall no matter what with ease. Even if it weren't so easy, there still is the presumption that these are fundamental and important rules, and so ought to be implemented regularly.
Secondly, and tying into that, is that within the source materials, the Matter of Britain and the chivalrous romances, "falling" was a very rare thing, and far less pre-eminent than its opposite. It only popped up in very specific situations. The closest equivalent in Arthurian legend is that of Sir Balin dealing the Dolorous Stroke to the Fisher King, or taking the damsel's sword. The closest in the Matter of France is Ganelon betraying Charlemagne. Making it a regular danger is frankly ridiculous.
Thirdly, the consequences of falling are to permanently lose all powers barring a poorly-described redemption quest- and how is the character to achieve that quest as a crappier fighter? This is not evident in the source material either. King Arthur slept with (or raped, depending on the story) his half-sister, slaughtered the children of his kingdom to try and kill their child, gave up the sword of God for the sword of a pagan living in a lake, and did a great many wicked and evil things by the standards of the Middle Ages. He also did things that would not be considered wicked but would still violate the Paladin "code". Yet he still remained King Arthur throughout, and his wicked actions come back to haunt him not immediately, but as long-term consequences. This isn't really practical for D&D though, so probably some middle ground is necessary.
So let's go to another game that incorporates falling and redemption. Star Wars D6 has the light side and the dark side. Now, several things that it does better-
1) Characters have clear warning before receiving Dark Side Points.
2) The means by which characters can remove Dark Side Points are clearly described and practical.
3) Characters do not automatically fall until committing a number of clearly evil acts and having a number of chances to turn back.
4) Falling does not remove all the character's powers, but instead imposes a number of negative consequences for doing so.
5) Redeeming oneself is again clearly described and practical.
6) The idea of constant temptation is part of the source material.
Now, it still relies heavily on GM fiat for these, and falling is semi-randomized, but at least there are clear rules for everything involved that can be implemented by a party in order to have a fall-and-redemption story. D&D has only half of that story, and it's a pretty crappy half, too. Thankfully, 4th edition removed falling altogether.
An alternative would be to take the stories of knights prevailing against impossible odds through their faith and belief in chivalry as the basis for Paladins; by following their code (which is often disadvantageous to them) they get the ability to do the impossible. This doesn't really fit the D&D system, so might as well remove it or incorporate it as a more general mechanic.