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It really doesn't make much sense in the Forgotten Realms generally or BG3 specifically, though. Unless there's been a change to the FR lore since I knew it well years ago, divine powers *only* come from gods there. Even Druids used to need a patron god like Sylvanus.
For that matter, you meet some Paladins of Tyr in the game, so I really don't get why that option isn't there for the player.
There are several mods that let paladins pick a god, and I pretty much always use one in BG3.
Paladins in particular were always supposed to be balanced by their role-play -- you were a fighter-type who had these extra divine powers, but you were supposed to role play limitations on what you could do. However, gamers being gamers, a whole lot of people simply looked at the mechanics and said "I want that", then just played them like fighters.
The game has never figured out how to balance paladins against other classes because it doesn't want to enforce role-play, but that's essential for paladins. The "oath" system is an attempt to try to lead players toward actually role-playing paladins without overly specifying that paladins can only be lawful good (which was what the original rules said).
Piggy backing off of this; Larian removed Paladins having Deities due to how much work would have needed to be put into what would cause you to break your Oaths. There is already a lot that can cause a player to break their Oath without Deities being in the mix. Accounting for the principles of 20 different Gods would have required WAY too many resources in developing just this one mechanic to be reasonable for a video game.
I prefer the Oath system for a Paladin getting their abilities over the Deity because it gives a less restrictive scope of the kind of character you can be for roleplay purposes. There is a reason why the dogged perception of a Paladin is an annoying zealot no one wants at their table despite it being over 20 years since that was the norm.
Not to mention, it's only Paladins out of the two classes that needed a God for their powers that got heavily punished for doing something against their God. All a Cleric has to do is pray for forgiveness and usually were forgiven or it was understood why they had to take the actions they did. A Paladin? Nope, loses their abilities, has to spend a crap heaps of gold to get it back, wait a week, or else they become an Oathbreaker who is deemed an evil existence off rip by everyone and everything. To be hunted for the rest of their days even if what caused their Oath to be broken was objectively a good thing but something their God would have disagreed with because of how their dogma plays out.
The few times I've played one in 5e I still attach myself to a deity. I do think removing it was silly but I am happy to see people actually playing Paladins now since they were almost never seen at my table before then.
It's not D&D, and certainly not Forgotten Realms, but personally I would recommend reading them for anybody who wanted ideas on how to role-play a paladin. Or, of course, you could just role-play Sir Gareth or one of the other similar knights from medieval stories.
That actually sounds pretty interesting. One of my favourite time periods in D&D was the Time Of Troubles and the impact it had on the world so that sounds like it would give a similar feel.
Mechanically, it makes sense to tie it to abstract oaths with edicts and anathemas rather than to deities, because pantheons are setting-specific and not everybody even sets their campaigns in official settings, never mind the Forgotten Realms.
The Oath is about mechanics, it's meant to be broad enough so that the class can fit into any setting, even those without deities.
Their main attack is still called Divine Smite...
My biggest issue with Paladins is that most of their abilities are tied to spell slots in order to make them homogenuous with the rules, making them just another gish class...
I think Divine Smite should have worked like Ranger's Favored Enemy (against specific monster types).
D&D is kind of like going to a Halloween party. If someone wants to be a Sexy Nurse or an Atheist Warlock, that's what they want to be. Forcing someone to play a character who believes in a god (or gods) is just as constraining as forcing them to play a character who doesn't.
I could easily see playing, for example, a wizard who believes all magic is a physical property of the universe, and that clerics who think they are receiving their magic from "gods" are only fooling themselves. Might make for some interesting dynamics with a cleric in the party.
The oaths also have quite a bit of vagueness to them.
It leads to a lot of grey areas and I don't care for it honestly.
I prefer the way pathfinder 2e handled it with their "champions" where they are considered part of the church the same way clerics are, are bound by the same edicts & anathema but as the militant arm of the church are given some lee way in very specific conditions.
(battle harbingers are given even more as they are basically the religious shock troops. Like how a space marine is called in when the guard fail)
That's ok up to a certain point...
Not believing that gods exist in Faerün, for example, borders on the ridiculous because they literally meddle in the affairs of mortals and physically manifest themselves.
Atheism would be a kind of neurosis in that setting.
And I'm pretty sure I could play a character even in the Forgotten Realms who is skeptical of gods. Just like the Githyanki consider Vlaa'kith to be a god, but she's actually just a very powerful lich, maybe the other gods are just on a spectrum of power and not somehow distinct from non-gods. If someone like Mizora or Raphael can be the patrons of a warlock and provide them with magical power, does that make them gods?
Many of the gods in FR are known to have been mortals at one point, so are they really "gods" or just very powerful non-divine beings?
Atheism in DND (as well as pathfinder and some other systems) works a bit differently.
They believe the gods exist (due to obvious acts by said gods) but refuse to worship them.
According to the lore pre 5e retcon they also all ended up in the domain of Asmodias after death because he slipped a stipulation into an agreement made with the other gods that let him claim the souls of people who had not pledged themselves to any deities.
Pathfinder kept this bit of lore while changing others to make Asmodias one of the deities that existed at the start of the universe. (makes sense for a being that is so powerful to be one of the original deities.)