DDogwood wrote:
Sounds like an interesting concept - like Rooster Cogburn from True Grit or something like that.
First, you should have a frank discussion with the player. Make sure he's not just trying to have an excuse to break his code without consequences (it sounds unlikely, but you never know). Then find out why he wants to play this particular character - is it because he likes the idea of a hero with a tragic flaw? Is he looking at eventually becoming an anti-paladin, and is that OK in your campaign? Does he see it as something where his character may risk losing his powers and have to quest to regain them, or does he expect that his character's morality will be strong enough to stay within his code in spite of his alcoholism?
Having a flawed hero can be a lot of fun and can open up opportunities for some really cool roleplaying. I wouldn't worry about losing his divine powers, unless you are planning to be a bad GM - it's ultimately up to you whether he loses his powers, and what he will have to do to earn them back, if ever. This is the kind of thing that will work better when you and the player are on the same page as to what you both expect and hope to achieve in the game. It's OK for him to lose his powers, but make sure he knows this is a possibility, and make sure he knows whether it is likely to be permanent.
He feels most paladins are played with a stick up they're bums and feels they should have a flaw to make them more unique.