The ethics of ... death

First off, this text is unreadable on a dark background.

Did something change on my posts? I haven't changed anything from defaults, to my knowledge.

Personally, I draw that line in that killing to prevent an imminent threat is usually accepted, while doing so to prevent a non-immenent threat or for some other reason is not. An orc temporarily rendered helpless is still a threat if it wakes up a minute later. However, a captured prisoner is not.

1 minute per level for Sleep seems like enough time to disarm the Orcs so they are not an imminent threat. Considering the sheer volume of Goblins our Sorcerer has used Sleep to deal with, and the fact we have few prisoners, perhaps our alignments are in jeopardy. But if we return them as prisoners, I suspect the local authorities (also ostensibly Good, or at least not Evil) seem rather more likely to kill them than to feed and house them.

Nothing I say will exactly remove gray areas here.

Which, practically, is what makes the discussion interesting, at least in my view.

You can. However, I treat any creature (excepting certain extraplanar ones) with mental ability scores as having (in D&D terms) a soul, which carries moral implications. I don't think I'd allow a nonintelligent vermin in trade.

"Has a soul" seems a reasonable dividing line, as reasonable as sentience. To extraplanar creatures, I'd draw the line at any creature which just goes home, rather than actually losing its life. The extension of souls to animals is an unusual step, but not an unreasonable one. What does this mean to carnivores? Are most societies, or at least most non-evil societies, vegetarians in your games? Seems like that costs a lot of historical verisimilitude, but is certainly consistent with knowing absolutely that animals also have souls. What does it mean for carnivores in the animal kingdom? Is a plow horse slave labour? Is a war horse drafted? Is a Druid who makes regular use of Summon Nature's Ally evil fro risking their lives so cavalierly? It opens up a lot of questions. Which is not, in itself, a bad thing.

Remember, raise dead is a level 5 spell. Farm animals have very limited HD. Finding a higher-HD animal and sacrificing it is not a given and is highly likely to anger druids/rangers/fey creatures that protect nature. Subsistence hunting by humanoids is likely to be tolerated by nature's defenders (though not good-aligned ones), but sacrificing animals for unnatural magical rituals will likely anger even evil druids.

Bison are domesticated now - would they be if agrarian societies were coupled with plains of buffalo? That's 5 HD, more if we breed them for size and strength like horses were bred for war. Elephants have been domesticated, and they have 11 HD (again, breed them for size and strength and they get bigger, right?) Even whales don't have much higher starting HD, so we are hitting a limit in that area, but that's a pretty substantial level.

From your comments above, good aligned societies would have to be vegetarian, wouldn't they? Given most weaponry started out with the purpose of hunting, what does that mean for the arms race?

Incidentally, I do not require a life in trade for druidic reincarnation, but my reincarnation options are a little more colorful than the base table.

That's a logical outgrowth from one perspective, although again it is returning a soul from the afterlife, so I could see that going either way.

However, your point also assumes that slaughtering farm animals is acceptable for non-evil characters, which in my view it is not. Societies that do so are abetting evil, in my view, which carries another complex set of implications.

Again, I return to the vegetarian society - seems that Neutral societies would not find this acceptable either, given you indicate this is not acceptable for those who are not evil.

IMC undead, outsiders, and elementals do not have souls and the gods will not accept them in trade. Summoned creatures do not actually die when killed and thus are likewise unacceptable. No shirking my requirement.

I'd use the same interpretation. Undead lacking souls is a classic reason why creation of Undead is evil while raising the dead is not.

It sets the stage for questions of fairness. If this behavior is condoned, how do humans feel when their POWs are sacrificed to resurrect the enemy? The rules of war are largely about what one would consider acceptable given a reversal of circumstances.

Unquestionably - but much of the POW rules of war we know arose within the last 100 years, and they did not evolve in a model where the death of an enemy soldier could restore the life of a comrade or an innocent.

Yes, but then we're back to needing a 5000 gp diamond. Not within reach for many people. But I absolutely have considered the implications of the old sacrificing life for the young. Potentially a very noble act.

Well, clearly, any Good creature choosing between another +1 for his magical weapon and spending the wealth on returning the innocent to life would choose that weapon enchantment, right? Of course, that's just as much a moral issue for the standard raise dead rules.

How many level 1 characters have 5000 gp? The gp limit and the spell level is what limits resurrection in the core rules.

Indeed it is - but you indicated you have made a specific decision to depart from those core rules, and my understanding was that it was intended to further restrict such occurrences. If the cash and the cleric level remain the only, or even primary, restrictions, I question the achievement of that goal. Your nobleman needed 10k to get a Resurrection as Raising fails with death effects (IIRC).

Also, another IMC factor is that I use spontaneous divine casting, meaning that clerics actually have to select spells known. This makes finding a cleric or a scroll to actually cast the spell considerably more difficult.

But, again, that Noble had no problems doing so. Why would it be tougher for player characters?
 

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Did something change on my posts? I haven't changed anything from defaults, to my knowledge.
This post is readable again. Your last was in a gray color that was (and still is) not. I don't know why.

Are most societies, or at least most non-evil societies, vegetarians in your games?
Some are, some aren't. Those that aren't I would qualify as being in a moral gray area. "Where does leather armor come from" is also a valid concern.
"Good" implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.
The D&D definition of good does not specify anything about humans or intelligent creatures, and indeed is pretty clear that good characters are concerned with all sentient beings. However, what "respect for life" "concern for dignity" constitutes is open to interpretation. There's a case to be made for an omnivorous creature hunting or scavenging as being appropriate. After all, carnivorous animals aren't evil. The case for farm animals, either as labor or as food, being within the definition of respect for life is pretty tenuous in my opinion.

How does this apply to societies? As the quote goes, if slaughterhouses had glass walls we would all be vegetarians. Farmers who produce meat beyond the bare minimum needed to survive are pretty clearly not good, and might be either neutral or evil. Gentry who consume these products without being involved in their production are abetting it, whether they know/care or not. That does not prevent them from doing other good deeds, but does make it challenging to maintain a good alignment. Really, any noble would struggle to maintain a good alignment.

IMC most good-aligned characters are (among other things) vegetarians. Most druids and other nature-y types are as well (I never understood why it was okay for druids to weather leather armor; perhaps they take it from creatures who die naturally?). Thus, the practice is a minority, but a significant and influential one, and many people that are not vegetarians restrict their use of animals on moral grounds. While D&D is not set in Southeast Asia, this is one aspect in which my world tends to resemble the history of India and surrounding regions. I have something of a constant cold war going between the druids and their ilk and civilized humanoids; farming is one of their main points of difference.

*Of course, all of this is in a D&D context where morals are absolute, alignments are mechanically defined, souls exist, and all of this is distinct from the real world and its history. Real life issues are thornier. I am, unsurprisingly, vegetarian myself, but I am not making this post to claim that real people who participate in conventional eating practices are immoral.*

Bison are domesticated now - would they be if agrarian societies were coupled with plains of buffalo? That's 5 HD, more if we breed them for size and strength like horses were bred for war. Elephants have been domesticated, and they have 11 HD (again, breed them for size and strength and they get bigger, right?) Even whales don't have much higher starting HD, so we are hitting a limit in that area, but that's a pretty substantial level.
Independent of what the D&D rules implications are, I think that sitting a restrained elephant beside a corpse, conducting a ritual, and sacrificing the elephant in exchange for the character's life would give most people pause.

From your comments above, good aligned societies would have to be vegetarian, wouldn't they? Given most weaponry started out with the purpose of hunting, what does that mean for the arms race?
...
Again, I return to the vegetarian society - seems that Neutral societies would not find this acceptable either, given you indicate this is not acceptable for those who are not evil.
My conception of alignment is that there are very few "good societies", and that most are mixed. In my mind, a diverse human society supports good and evil, and the good elements are constantly conflicting with the evil ones, which includes, to my way of thinking, animal agriculture and war.

Unquestionably - but much of the POW rules of war we know arose within the last 100 years, and they did not evolve in a model where the death of an enemy soldier could restore the life of a comrade or an innocent.
For as long as wars have been fought, there have been rules of war. They have not always been codified as modern society does, but there have always been de facto laws in place regarding the treatment of prisoners. Of course, some real societies included the sacrifice of prisoners as being perfectly within their rules, which is a big deal to those who don't agree.

Well, clearly, any Good creature choosing between another +1 for his magical weapon and spending the wealth on returning the innocent to life would choose that weapon enchantment, right? Of course, that's just as much a moral issue for the standard raise dead rules.
On a world level, one assumes that 5000+ gp diamonds are not infinitely available. Yes, the core rules raise all kinds of questions about how and when resurrection is used, even before you start mining HoH for ideas to change how it works.

Indeed it is - but you indicated you have made a specific decision to depart from those core rules, and my understanding was that it was intended to further restrict such occurrences. If the cash and the cleric level remain the only, or even primary, restrictions, I question the achievement of that goal.
Well, okay. I think it's pretty clear that the life in trade is a restriction, and it is intended to supplement the core rules, not replace them. Given the paucity of character deaths and resurrections in my games lately, it's hard to say what I did or did not accomplish in my own game. As I've subsequently indicated, the goal here is also to change the tone surrounding resurrection magic, and in that I most definitely succeeded.

But, again, that Noble had no problems doing so. Why would it be tougher for player characters?
The noble was a 12th level assassin. I expect the technical aspects of resurrection to be eminently achievable to a character of that stature. The PCs were, at the time, level 6, and had commensurately lower social status and resources. If a level 6 character wanted a resurrection, that would be much more difficult. My intention is not to make it impossible for high level characters to do difficult (and morally questionable) things.
 

Wait a minute...are you saying that a system (and D&D culture) that places biomechanical limitations on mundane, martial PCs due to the invocation of atmospheric friction/drag, the weight of gravity generally and escape velocity specifically while simultaneously allowing dozens of mundane (extremely setting-relevant) creatures and their non-magical forms of locomotion to violate the same is science and D&D mixing badly (and arbitrarily)? No wai :p

Of course they don't, its just fantasy worlds have lots of different atomic particles ... "mu-ons" :)
 

This post is readable again. Your last was in a gray color that was (and still is) not. I don't know why.

Could be the computer used - I alternate between a work computer (at two different regular locations plus travel), a home computer (sometimes other home computers), and an iPad. I wonder if I posted from the iPad or the home machine yesterday...

Some are, some aren't. Those that aren't I would qualify as being in a moral gray area. "Where does leather armor come from" is also a valid concern.

Many other products as well.

The D&D definition of good does not specify anything about humans or intelligent creatures, and indeed is pretty clear that good characters are concerned with all sentient beings. However, what "respect for life" "concern for dignity" constitutes is open to interpretation. There's a case to be made for an omnivorous creature hunting or scavenging as being appropriate. After all, carnivorous animals aren't evil. The case for farm animals, either as labor or as food, being within the definition of respect for life is pretty tenuous in my opinion.

The Awaken spell makes it pretty clear animals are not considered "sentient" in 3.5 D&D. I believe the rules use "sentient" in terms of ability to reason, a pretty common misuse. In any case, if we accept farm animals as labour and food is not evil (which, I believe, is the common D&D assumption), then their use as sacrifices seems equally acceptable.

Within your campaign, however, the animals having souls casts this into an even greyer area. If a carnivorous animal is not evil, how is a carnivorous human rendered evil? Here, the addition of souls to animals would seem to reduce the differentiation between animal and human.

How does this apply to societies? As the quote goes, if slaughterhouses had glass walls we would all be vegetarians. Farmers who produce meat beyond the bare minimum needed to survive are pretty clearly not good, and might be either neutral or evil. Gentry who consume these products without being involved in their production are abetting it, whether they know/care or not. That does not prevent them from doing other good deeds, but does make it challenging to maintain a good alignment. Really, any noble would struggle to maintain a good alignment.

So it's OK to kill animals for my own survival, but not to aid in the survival of others? Is the farmer evil for feeding his children, who cannot fend for themselves? What about his aged and disabled parents, who would starve without the meat he produces? It's OK to kill it as long as I raise it? Does that apply to children as well as farm animals? It all seems very grey, and rendered more so by applying souls to the animals. It's pretty grey in our 21st century world already.

IMC most good-aligned characters are (among other things) vegetarians. Most druids and other nature-y types are as well (I never understood why it was okay for druids to weather leather armor; perhaps they take it from creatures who die naturally?). Thus, the practice is a minority, but a significant and influential one, and many people that are not vegetarians restrict their use of animals on moral grounds. While D&D is not set in Southeast Asia, this is one aspect in which my world tends to resemble the history of India and surrounding regions. I have something of a constant cold war going between the druids and their ilk and civilized humanoids; farming is one of their main points of difference.

I think you vary from the perception of druids by the rules. Their respect for nature extends, by default, to survival of the fittest, and consumption of other life to survive. Where is the differentiation? Is it OK to eat insects? What about crustaceans or mussels? What about plants? "Are ze snails stupeed enough for M'sieu?" My old psych prof pointed out that even plants have behaviours - turn a plant away from the light and watch which way it grows. In D&D we have spells to allow speaking with plants - would that lead Druids to demand equal rights for carrots? Of course, we also have Create Food spells - that can mitigate the need to consume other life forms (assuming clerics high enough level to create food are in sufficient abundance to feed everyone, perhaps supplementing renewable food sources like milk - where do unfertilized eggs fall in the spectrum?).

*Of course, all of this is in a D&D context where morals are absolute, alignments are mechanically defined, souls exist, and all of this is distinct from the real world and its history. Real life issues are thornier. I am, unsurprisingly, vegetarian myself, but I am not making this post to claim that real people who participate in conventional eating practices are immoral.*

Of course, it's much easier to be able to prescribe specific issues as "good" and "evil", but even killing orcs is accepted by most Good societies in D&D. I also note that
A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.
Paladins kill a lot of creatures in a typical D&D campaign, don't they?

Independent of what the D&D rules implications are, I think that sitting a restrained elephant beside a corpse, conducting a ritual, and sacrificing the elephant in exchange for the character's life would give most people pause.

So would slaughtering an animal - yet there is no shortage of meat at the grocery store. Frankly, I think magic in any form would give most people pause. It's also easy to describe the Fireball you cast to burn those Ogres - I suspect the actual smell of their burning flesh may not be overly palatable. Meanwhile, pretty much all of us have an idea what goes into a hot dog, but they still sell a lot of them.

Well, okay. I think it's pretty clear that the life in trade is a restriction, and it is intended to supplement the core rules, not replace them. Given the paucity of character deaths and resurrections in my games lately, it's hard to say what I did or did not accomplish in my own game. As I've subsequently indicated, the goal here is also to change the tone surrounding resurrection magic, and in that I most definitely succeeded.

The problem with a lot of these rules is that, if the issue rarely arises, their impact is pretty limited.

The noble was a 12th level assassin. I expect the technical aspects of resurrection to be eminently achievable to a character of that stature. The PCs were, at the time, level 6, and had commensurately lower social status and resources. If a level 6 character wanted a resurrection, that would be much more difficult. My intention is not to make it impossible for high level characters to do difficult (and morally questionable) things.

But you are imposing your morality on the question. Substitute "paladin" for "assassin", and the same opportunities would exist, wouldn't they? The only question is whether that Paladin would find this morally ambiguous (you know, as compared to dining on his steak dinner before going out to slaughter orcs and goblins because they threaten the farmers that have expanded into their territory).
 

The Awaken spell makes it pretty clear animals are not considered "sentient" in 3.5 D&D. I believe the rules use "sentient" in terms of ability to reason, a pretty common misuse. In any case, if we accept farm animals as labour and food is not evil (which, I believe, is the common D&D assumption), then their use as sacrifices seems equally acceptable.
I don't know about that. Magical rituals could be said to violate the natural order of things. I don't know that everyone would agree that animal slaughter (for mundane purposes) and animal sacrifice (for magical purposes) are morally equivalent.

I do agree that whoever wrote this was probably not thinking about its implications for the treatment of animals.

Awaken notes that the creature gains "humanlike sentience", which to my mind does not preclude sentience that is not like human sentience. Animals are pretty clearly sentient being regardless of these semantics.

Within your campaign, however, the animals having souls casts this into an even greyer area. If a carnivorous animal is not evil, how is a carnivorous human rendered evil? Here, the addition of souls to animals would seem to reduce the differentiation between animal and human.
SRD said:
Even deadly vipers and tigers that eat people are neutral because they lack the capacity for morally right or wrong behavior.
It does. The animal is not evil because it is not intelligent enough make informed moral choices, and because it actually needs to eat other animals in order to survive, and because it eats only what it needs. Conversely, a humanoid is adapted to eat a plant-based diet, and does not require animal flesh to survive, and farming is different from hunting in that it generally produces more food than needed and co-opts the animal's entire life towards that purpose, and humans are intelligent enough to recognize these issues and make decisions based on them. Cut and dry, all issues solved? No.

So it's OK to kill animals for my own survival, but not to aid in the survival of others? Is the farmer evil for feeding his children, who cannot fend for themselves? What about his aged and disabled parents, who would starve without the meat he produces? It's OK to kill it as long as I raise it? Does that apply to children as well as farm animals?
This is an ends justifying the means argument. I see no reason why the farmer could not accomplish the same goals by raising plants. And indeed, he and his beneficiaries might be better suited by plants. In D&D, cutting down a tree or harvesting a plant are not evil (unless they are sentient), though druids probably still don't like the subversion of natural order.

It all seems very grey, and rendered more so by applying souls to the animals. It's pretty grey in our 21st century world already.
It is. In D&D, the implications of different food production strategies and their health effects are not clear. In the real world, they are clearer, but nuanced. Our ability to produce food in excess of what we need, changes in the food we produce, and increased recognition of the health effects of diet make our choices very different from those made by people only a few generations ago.

I think you vary from the perception of druids by the rules. Their respect for nature extends, by default, to survival of the fittest, and consumption of other life to survive.
"Survival of the fittest" is a Darwinian concept that our D&D characters don't likely understand in full. However, violence is part of nature. Druids do tend to have carnivorous animal companions. To me, good druids are clearly vegetarians, evil druids are clearly rapacious predators, and the rest are ambiguous. Again, I could imagine a neutral druid hunting an animal to fill a need, but I cannot imagine that a nature-worshipper would condone farms or farmed animals, let alone animal sacrifice for deistic magic. I always felt that the druid class and surrounding parts of the D&D canon were intended to evoke elements of the real-world hippie culture that advocated vegetarianism and environmentalism around when D&D was created, but that's just me speculating. They're nothing like real druids after all.

Where is the differentiation? Is it OK to eat insects? What about crustaceans or mussels?
In D&D, it's sentience. I define that as any character that has values for all three mental ability scores, with exclusions for undead and creatures made of the stuff of other planes. Insects and crustaceans in D&D are non-sentient vermin. Should these characters be pescetarians instead? Perhaps. To me, these creatures should really have an intelligence score of 1. A crab or a bug is not exactly smart, but it is not "mindless".

What about plants? My old psych prof pointed out that even plants have behaviours - turn a plant away from the light and watch which way it grows. In D&D we have spells to allow speaking with plants - would that lead Druids to demand equal rights for carrots?
D&D to me implies a form of animism, that some kind of living spirit imbues creatures and plants and even objects (Stone Tell is a spell as well). To me, those spirits are so vague that it is not clear that eating a carrot causes any entity any harm. (Whereas eating a pig or a rabbit clearly does). And, of course, there's sheer necessity. We need to eat to live, but we don't need to eat animals. Us living is natural enough. Since druids do not all starve, I assume they have concluded that eating plants is okay and does not cause harm or violate nature.

Of course, killing an intelligent plant creature is clearly evil. The rules make a clear distinction between that and a regular plant.

Of course, we also have Create Food spells - that can mitigate the need to consume other life forms (assuming clerics high enough level to create food are in sufficient abundance to feed everyone, perhaps supplementing renewable food sources like milk - where do unfertilized eggs fall in the spectrum?).
Idunno.

Of course, it's much easier to be able to prescribe specific issues as "good" and "evil", but even killing orcs is accepted by most Good societies in D&D. I also note that Paladins kill a lot of creatures in a typical D&D campaign, don't they?
Yes. In a way, this contradiction is built into D&D. It rigidly defines good and evil and proscribes that the players should generally lean towards good, but the game strongly implies a great deal of violence, like the fiction it emulates. Many DMs (and producers of non-D&D fiction) gloss over the violent aspect and don't ask the hard questions that one asks on page 34 of an ENW thread on death, magic, and ethics.

I can go two ways with this. One, the paladin should take BoED vow feats and be a pacifist and a vegetarian and only kill things like nonintelligent foes and evil subtype outsiders. Two, the paladin is a massive hypocrite and that hypocrisy is ingrained in the concept. After all, what is a "holy warrior"? If '"Evil" implies hurting, oppressing, and killing others', then how can a paladin, banned from evil acts, build a career around combat prowess?

So would slaughtering an animal - yet there is no shortage of meat at the grocery store. Frankly, I think magic in any form would give most people pause. It's also easy to describe the Fireball you cast to burn those Ogres - I suspect the actual smell of their burning flesh may not be overly palatable. Meanwhile, pretty much all of us have an idea what goes into a hot dog, but they still sell a lot of them.
So you're suggesting that in a D&D world, inhabitants would habituate to the unpleasant implications of magic? Perhaps. However, I think resurrections are uncommon enough and repugnant enough that accepting their implications is not the same as these other examples.

The problem with a lot of these rules is that, if the issue rarely arises, their impact is pretty limited.
I used to kill more PCs than I do now. I also used to have more sessions than I do now. If you're suggesting that my musings on resurrection morality would be more meaningful if I put them into practice by running more sessions and killing more PCs, I agree.

However, they still have impact. Simply knowing that they exist impacts decisions. For one thing, it makes the players a lot more careful to avoid death in the first place!

But you are imposing your morality on the question. Substitute "paladin" for "assassin", and the same opportunities would exist, wouldn't they? The only question is whether that Paladin would find this morally ambiguous (you know, as compared to dining on his steak dinner before going out to slaughter orcs and goblins because they threaten the farmers that have expanded into their territory).
I generally play very loose with alignments. My assassins are not necessarily evil, and my divine warrior types are not necessarily good with a code. I've banned paladins as such. But would a strongly good aligned character accept a resurrection under my system? Probably not, unless the sacrifice was willing. I've added a provision that the soul being raised knows both the identity of the caster and the identity of the creature being sacrificed, and thus can make a fairly informed decision.
 

There's a good reason why people do this - it's because no RPG out there ever constructs its own physics or other science engine. They rely, in fact have to rely, on our own understandings of the world around us to fill in the gaps. If you let go of a sword, it doesn't hang in space. It falls. If you slam a door in a charging goblin's face, it won't simply pass through the door but will hit it, possibly injuring itself and damaging the door. If you toss a sheaf of parchments in a fire, they will burn rather than freeze. Science constantly informs our understanding of cause and effect even in games, of in game actions and consequences. Without them, what sort of expectations can a player have when he has his character do something?
While these common expectations are clearly an obvious and useful default for any roleplaying setting, I don't really count them as "Science". They define what is commonly expected to happen, they don't explain why those things happen, which is at the core of what "real world" science does.

So, in the "regular" fantasy RPG world, do we expect that fire will burn paper? Sure; but is that because of the action of high potential ("hot") thermal energy on the molecular bonds in the organic material that forms the paper, or is it because the fire element mutually annihilates with the water element in the paper, leaving the earth component of the paper (the "ash") behind? I'm cool with either, but I see no reason for either the characters nor the players (including the GM) to have anything more than theories and speculations about the matter.

When it comes to RPG elements, we bend the science rules to allow for the ones we find genre appropriate. Giants don't collapse under their massive weights, dragons breath fire (or other energies), magic actually does things, the Hulk can pick up ridiculously heavy stuff without any real leverage, Cyclops's eyes can fire beams that impart kinetic energy without shoving him around, and so on.
These are precisely the kinds of feature in roleplaying/fantasy worlds that make me strongly suspect that treating them as if it was all caused by "physics and chemistry" is unhelpful. There are so many exceptions that any actual scientist in those worlds should, if they are applying the scientific method properly, end up rejecting the "scientific" hypotheses!

But those are all fundamental exceptions to the rules of reality that we import to games like swords fall, goblins can't intangibly walk through doors, and fire burns flammable things.
I don't look at it that way. The fact that swords in mid-air fall, goblins run smack into doors and fire burns paper in a fantasy world will all be explained by the underlying (meta)physics of that world, but so will giants' strength, Cyclops's fire beam and your wizard's Passwall spell. The rules by which the world works will look superficially similar to our world, but 'under the hood' they will be quite different. Ideally, the game rules should give a good guideline for the effects this creates (e.g. "paper, and things that are similarly expected to be flammable, are vulnerable to fire element attacks").

I have Animal Control on my cell phone...
You can get that spell as an App? Cool - iwantone!! ;)
 

I do find campaigns that have lots of SoD or trap monsters tend to allow the players to use out-of-character information to avoid putting them in the situation that reasonable actions taken in ignorance by the PCs would be potential suicide, but the players know this. I've primarily seen this in hack and slash games with limited roleplaying, but this is by no means confined to such games.

A game involving frequent deadly random dangers either allow the players to mitigate those dangers or accepts a high death rate and either frequent new PCs or frequent resurrection.

I've seen all sorts of variations on this issue - metagaming not allowed but the DM fudges rolls so as not to punish players who allow their PCs to act in ignorance, use of knowledge skills, no metagaming and the dangers remain deadly (which can lead to revolving PC syndrome or the surviving PCs being very cautious and paranoid)

Individual campaigns evolve customs and houserules that allow them to play the way they want to, and those who dislike the particular game style as it has evolved tend to leave.
 

Individual campaigns evolve customs and houserules that allow them to play the way they want to, and those who dislike the particular game style as it has evolved tend to leave.
That's pretty much a bottom line statement with regards to the original issue. Postulate the existence of SoD, and a group figures out how to use it well, work around it effectively, or dump it.
 

I don't know about that. Magical rituals could be said to violate the natural order of things. I don't know that everyone would agree that animal slaughter (for mundane purposes) and animal sacrifice (for magical purposes) are morally equivalent.

Depending on the prevalence of magic, I question whether people in a D&D milieu would perceive any difference. And those Raise spells are granted by a deity - who are we mortals to claim their use is immoral?

It does. The animal is not evil because it is not intelligent enough make informed moral choices, and because it actually needs to eat other animals in order to survive, and because it eats only what it needs. Conversely, a humanoid is adapted to eat a plant-based diet, and does not require animal flesh to survive, and farming is different from hunting in that it generally produces more food than needed and co-opts the animal's entire life towards that purpose, and humans are intelligent enough to recognize these issues and make decisions based on them. Cut and dry, all issues solved? No.

First, if it cannot make moral judgements, then how does it possess a soul? Second, cats still hunt even when their sustenance is provided by pet owners.

This is an ends justifying the means argument. I see no reason why the farmer could not accomplish the same goals by raising plants. And indeed, he and his beneficiaries might be better suited by plants. In D&D, cutting down a tree or harvesting a plant are not evil (unless they are sentient), though druids probably still don't like the subversion of natural order.

Just like animals, plants can be awakened to "humanlike sentience" by the Awaken spell, and we can speak with them - that spell even notes some might be friendly. Equal rights for plants!

"Survival of the fittest" is a Darwinian concept that our D&D characters don't likely understand in full. However, violence is part of nature. Druids do tend to have carnivorous animal companions. To me, good druids are clearly vegetarians, evil druids are clearly rapacious predators, and the rest are ambiguous. Again, I could imagine a neutral druid hunting an animal to fill a need, but I cannot imagine that a nature-worshipper would condone farms or farmed animals, let alone animal sacrifice for deistic magic. I always felt that the druid class and surrounding parts of the D&D canon were intended to evoke elements of the real-world hippie culture that advocated vegetarianism and environmentalism around when D&D was created, but that's just me speculating. They're nothing like real druids after all.

They are nothing like real druids (of whom we know very little, really). I see no reason they would be hippies. As you note, nature is violent. One cannot revere nature and ignore that violence, can one?

I can go two ways with this. One, the paladin should take BoED vow feats and be a pacifist and a vegetarian and only kill things like nonintelligent foes and evil subtype outsiders. Two, the paladin is a massive hypocrite and that hypocrisy is ingrained in the concept. After all, what is a "holy warrior"? If '"Evil" implies hurting, oppressing, and killing others', then how can a paladin, banned from evil acts, build a career around combat prowess?

Perhaps he needs to take those "merciful" feats, and strike only to subdue. Or perhaps we accept the spirit of the game, that violence for its own sake is wrong, but that violence can be applied to even Good purposes. The Paladin does not love violence, but might well perceive the need.

I generally play very loose with alignments. My assassins are not necessarily evil, and my divine warrior types are not necessarily good with a code. I've banned paladins as such. But would a strongly good aligned character accept a resurrection under my system? Probably not, unless the sacrifice was willing. I've added a provision that the soul being raised knows both the identity of the caster and the identity of the creature being sacrificed, and thus can make a fairly informed decision.

Can he communicate before the sacrifice takes place? If not, the death occurs for no purpose. Is a willing sacrifice somehow better? It's OK as long as it's suicide rather than homicide? On the other hand, will the Good character refuse to take the opportunity to flee when another takes heroic, and ultimately suicidal, action to save the rest of the party? Will he insist on dying too rather than accept that sacrifice?

I think we agree there are no easy right answers here, anyway.
 

There's a good reason why people do this - it's because no RPG out there ever constructs its own physics or other science engine. They rely, in fact have to rely, on our own understandings of the world around us to fill in the gaps. If you let go of a sword, it doesn't hang in space. It falls. If you slam a door in a charging goblin's face, it won't simply pass through the door but will hit it, possibly injuring itself and damaging the door. If you toss a sheaf of parchments in a fire, they will burn rather than freeze. Science constantly informs our understanding of cause and effect even in games
I strongly agree with [MENTION=27160]Balesir[/MENTION] in relation to these examples - they are about default expectations for common-sensical happenings. They don't show us anything about science in the gameworld. For instance, the gameworld could be flat, and contain no fundamental force analagous to gravity, but swords would still fall when dropped.
 

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