Do alignments improve the gaming experience?

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Did he consent to it
You've caught me out - I actually tie up my players in my secret basement between sessions!

Alternatively: I actually linked you to a post in which I explained how the player spoke to me on the telephone and explained his plan to implant the Eye of Vecna in his imp.

How is this in any way similar to what you did with the familiar of the PC?
Because it is an example of one consequence of a successful skill challenge being resource depletion.

you controlling a player build resource and causing it to be destroyed and determining it's actions and when or if he'll get it back is a far cry from the player suffering consequences from his own decisions.
First, the resource is not destroyed. Dealing 1 hp of damage to a familiar is not "destroying a player build resource". Inflicting a curse, or a disease, or a similar effect which affects recharge times is not "destroying a build resource". It is a standard element of the suite of mechanical consequences available in 4e.

Second, the player made at least three salient decisions. First, he decided to have his PC implant the Eye of Vecna in his imp. Second, knowing that Vecna was, via his PC's imp, sucking up the soul power, the player decided to have his PC thwart Vecna. Third, having suffered Vecna's wrath, he made no attempt to bargain, or return the soul energy, or anything of that sort. Instead, he let the dwarf fighter lead him out of the collapsing cavern.

Is there a term for railroading a character build resource??
The term I use for taking steps with a player's familiar that he has deliberately loaded with the Eye of Vecna for this very purpose is "Establishing a complication".

When the player makes a choice that sacrifices one possibility (saving himself and his imp from Vecna's wrath) in favour of a preferred possibility (sending the souls to the Raven Queen) I call that roleplaying.
 

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If I might step into the mess that Pemerton's example has brought about.

I think, Imaro and N'raac, that you might be focusing too much on the details and missing the point. The thing you are ignoring is that at no point has Permerton actually corrected his player. At no point has he told his player that the player is wrong or mistaken in any way.

When you use mechanical alignment, the flow looks like this:

Event occurs ---> Player reacts to the event based on the player's interpretation of alignment ---> The DM disagrees with the player's interpretation of alignment ---> The DM informs the player of the disagreement and the player is now beholden to accept the new interpretation ---> The player must now go back to the concept of his character and re-evaluate the character based on this new interpretation, changing his character to conform to the DM's interpretation.

In other words, the player must change his character's behaviour to conform to the DM's interpretation which is 100% external to the player's conception of his character. If he fails to change his behaviour, then the DM is obligated to invoke various consequences, up to and including permanently stripping character abilities.

However, when you don't use mechanical alignment, the flow looks like this:

Event occurs ---> Player reacts to the event based on the conception that the player has of his character ---> The DM causes in game reactions to the player's reactions which may be positive or negative as the case may be, based n the DM's interpretation of NPC's in the game.

That's the fundamental difference here.
 

Scene framing
If you want to claim you are applying the action resolution mechanics and rules of the game, then the mechanic or rule needs to be printed, not be cited as being absent.
I'm sorry? In that case, every 3E GM who ever told their players, "OK - you wake up and the sun is a fiery red in the East" is breaking the rules, because nowhere in the 3E rulebooks is the GM given express permission to frame that scene.

In case you missed them, allow me to requote the passages from the DMG (pp 160-161), MotP (p 53) and Open Grave (p 22):

[T]he Raven Queen’s palace of Letherna stands in the Shadowfell . . .

When mortal creatures die, their spirits travel first to the Shadowfell before moving on to their final fate. . .

Foremost of the Shadowfell’s inhabitants are the dead. Each day brings droves of displaced souls from the natural world. . .

All souls come to the Shadowfell, and sooner or later they pass through the Raven Queen’s Citadel in Letherna . . .​

Here's some additional relevant text from the PHB (pp 8, 311):

The DM . . . presents the various challenges and encounters the players must overcome. . .

To perform the Raise Dead ritual, you must have a part of the corpse of a creature that died no more than 30 days ago. . . The subject’s soul must be free and willing to return to life. Some magical effects trap the soul and thus prevent Raise Dead from working, and the gods can intervene to prevent a soul from journeying back to the realm of the living.​

Can you tell me what text there even hints at the impermissibility of the GM framing a scene in which a dead PC interacts with the Raven Queen? Particularly if the player of the dead PC requests such a scene?


Mechanics
Yet you continue to defend your actions in a game based on the fact the rules permit them, rather than on an underlying philosophy of what the rules/mechanics should, and should not, permit.
This is primarily because you and [MENTION=48965]Imaro[/MENTION] have been arguing that I ignored the rules.

But you can probably also infer that I don't mind the rules, given that I'm using them.

N'raac;6268312[/quote said:
Is his familiar not a class feature? If not, what is it?

<snip>

Was there a curse or disease involved? If so, you have not mentioned it. If not, then it is irrelevant.
In mechanical terms it is a bonus of buffs and encounter powers acquired via a feat. It is a strong feat, which has as a tradeoff that the familiar is vulnerable to damage, which results in the benefits being lost until a rest takes place. So shutting down a familiar is the same as draining any sort of encounter power. Making its recovery more difficult is the same as changing the timing on any other resource recovery - which is a standard part of the 4e resolution and recovery system (besides curses and diseases, I posted the example of the skill challenge involving losing encounter powers for the duration of an adventure).

So, contrary to your claim that curses and diseases are irrelevant, they are highly relevant. A key responsibility of a 4e GM is to manage pacing, and variations in pacing, and bonuses and penalties to recovery of resources relative to the normal recovery periods; the rules for curses and diseases provide a model for the way 4e handles can use those particular mechanical techniques to handle various sorts of fictional circumstances (for instance, many diseases delay the recovery of healing surges; a curse might delay the recovery of certain powers; etc).

you are citing a rule that says the familiar (or the invoker – who is the “owner”) should die instantly and his body crumble to dust. Clearly, you have already decided that the mechanic is, to some degree, bad, but you are OK with a “less bad” application.
The rule doesn't say that the owner "should" die instantly and crumble to dust. To quote for a 4th time (from pp 165 and 168 of the DMG): "A malevolent artifact such as the Eye of Vecna has no compunctions about leaving its owner at the most inopportune moment (for instance, ripping itself from the character’s eye socket during a battle). . . The Eye of Vecna consumes its owner, body and mind. The character dies instantly, and his body crumbles to dust." So at least two options are provided. With an implication (via the use of "for instance") that the GM might interpolate other options as seem appropriate.

I guess that's just the sort of wacky, improvisational RPGing that 4e is aimed at!

You, the GM, removed the resource contrary to the manner in which the action resolution mechanics would so permit.
Can you point to the relevant bit of the action resolution mechanics?

Arcane Power, p 138, says this: "Your DM might maintain some light touch of control over how your familiar acts, or might allow you to completely control it."

In the case of my player, the parameters of "light touch of control" had already been fairly well established: for instance, as I believe I mentioned, in an earlier session the familiar had, without the PC's knowledge (or the player's until after the event) turned invisible and filched a ring from an NPC to give to the PC. And the player deliberately chose to implant the Eye of Vecna in his familiar, which obviously has implications for our shared understanding of the relevant "light touch of control".

I know you are determined - for reasons I don't understand - to show that I broke the 4e rules, but I think your unfamiliarity with those rules is showing.

The player “knew he might be placing the familiar at risk” is as close as we have gotten to any voluntary sacrifice on his part. Had he said “I want to rechannel the energy – can I sacrifice the Eye of Vecna permanently, and lose access to the familiar temporarily to make that a possibility and/or get a bonus to the roll?” or had you asked the player “Do you want to rechannel the souls to the Raven Queen? This will likely result in loss of the Eye, and perhaps even the Familiar, for some period of time, or even permanently?”, that would seem to fit the phrasing of the mechanic. Now, I find the actual play, including the uncertainty, more engaging. But that does not change the fact it departed from the mechanic
First, the quoted rules text says "Here are some options . . . " There is no implication that the list is exclusive. In fact, the whole tenor of the relevant chapter in DMG 2 is that it is not (and obviously it is not). I simply quote that to point out to you the sorts of interaction between mechanical resource deployment and consequences that the designers have in mind.

The player had a choice: allow Vecna to have the souls, or thwart Vecna and risk his familiar. He made a choice, knowing the stakes; stakes, I might mention again, that he established. That is precisely what the game is about!

The player could have asked for a roll to stop Vecna shutting down his imp. But he didn't - perhaps because he recognised that failure on that check might lead to him failing to thwart Vecna. The player could have tried to bargain with Vecna to get his imp back. But he didn't - or, at least, hasn't yet - presumably because he was satisfied with his choice to favour the Raven Queen.

Would I handle the action resolution the same way if I was GMing for someone I didn't know? Probably not. Would I handle it the same way for the player of the fighter or sorcerer in my game? Probably not - they don't have quite the same penchant for conspiring with the GM on day one to set up problems for their PC on day two. But I am very confident in saying that I know my player better than you do, and better than [MENTION=48965]Imaro[/MENTION] does. I have been RPGing with him for about 20 years.

Knowing how to handle framing of stakes and imposition of consequences is a pretty core GM skill, I think. I exercised it. And I didn't break any rules to do so. I used the resource my favoured system provides me. That it provides those resources is part of what makes it my favoured system.

what was his reward for succeeding in the skill challenge?
He and his friends shut down the soul abattoir, stopped Vecna getting the resulting flow of souls, and escaped from the cavern alive. As well as these story rewards, they earned the relevant amount of XP. (Off the top of my head, 7000 each.) Two of the PCs - the cleric and paladin of the Raven Queen - also had their weapons and holy symbols enhanced from +5 to +6 due to their mistresses gratitude.


Values
It is what the entity in question values.
"Value", used as a noun in the context of discussion about morality, doesn't mean "thing that someone values". It means "thing that someone should value" - ie something that is valuable.

The Random House Dictionary that I was sent to by dictionary.reference.com put it in the following terms:

11. Ethics. any object or quality desirable as a means or as an end in itself.[/quote]

Some people value freedom of information, and think it’s OK for the papparazzi to peak into people’s windows, put microphones or cameras in their homes and hotel rooms and root through their garbage. Others place a sufficient value on privacy as to consider that wrong.
Sure. But the point of describing people who value wanton murder as evil is to say that they are valuing things that they should not; that the things they value are not valuable, and are in fact wicked.

Is athleticism valuable, or is knowledge?
As I said quite a way upthread, the principal values upheld by the non-evil 4e gods - freedom, prowess, beauty, love, nature, fate, knowledge, honour, civilisation, loyalty, mercy, justice - seem like credible values within the context of a high fantasy game. Values that someone might, within that context, think are worth fighting to defend. Also values about which a degree of pluralism seems plausible.

A very interesting discussion of Undeath as a genuine value is found in Rolemaster Companion VI, authored (I believe) by Lev Lafeyette who posts on rpg.net. If a player wanted to play a character dedicated to the value of undeath that would make for an interesting game that departed from typical high fantasy tropes. Presumably such a player's PC would not regard Vecna as evil, and perhaps wouldn't see Orcus that way either. (A game with such a PC in it would likely create pressure to differentiate Vecna and Orcus in ways that don't come up in more typical play.)


Alignment
your claim has not been that people were using the alignment mechanics wrong, but that using them right can only have detrimental results
When I have ever claimed that?

All I have said is that using mechanical alignment is detrimental to my play experience. I'm sure it's not detrimental to yours, because you want a different sort of play experience from what I want.

it imposed a consequence of the character’s moral choice

<snip>

your distaste for alignment rules was stated to be predicated that the character’s moral decisions should not mechanically impact him
I don't understand why you keep saying this. It has little or no connection to anything that I have said, and I have repeatedly said as much. Given the game I run, nearly everything that happens to the PCs is a consequence of a character's moral choice, in the sense of being "a consequence of a choice they made for moral reasons."

What I have repeatedly said is that I do not like, as part of my role as GM, having to judge the adequacy of the evaluative judgements that my players make. In this case, that would mean that I don't what to have to decide whether or not the player did the right thing in having his PC choose the Raven Queen over Vecna. And guess what - I didn't do that!

N'raac;6268312[/quote said:
The invoker expressed a value judgment – whether the souls should flow to Vecna, or to the Raven Queen. He then acted on it.
BUT I DIDN'T JUDGE WHETHER OR NOT HIS DECISION WAS CORRECT. Whereas alignment rules would require me to do that - to judge whether he did a good or evil thing.

N'raac;6268312[/quote said:
I conclude that your objection to similar mechanics for Paladins, or for the alignment system, are not a hard and fast philosophy
Then you are wrong. Adjudicating a paladin does not require asking whether or not the paladin angered a god that s/he set out to anger. It requires judging whether or not a player mad a choice for his/her PC that is evil, typically in circumstances where the player regards him-/herself as having upheld the values to which his/her PC is dedicated. That has nothing in common with the episode of play I described. And I don't understand your repeated failure to even address this distinction that I have repeatedly drawn, and the significance of which I have repeatedly emphasised.

Which, to me, is pretty similar to:

  • he entity which the Paladin is supposed to be an exemplar of
  • in accordance with the stakes that have been set up by the player, which include his Paladin abilities, by the rules written for the class (pre-4e)
  • escalated by me, by placing moral choices in his path
  • and then pushed to crunch time by the player's choice
As I have said multiple times upthread, if you want to play paladins like that go to town. That is not how I conceive of the paladin. That is not how my players play paladins. What you describe is what I have called "paladin as warlock". I am interested in "paladin as exemplar of value". To put it in Euthyphro terms, the approach that you describe gets the direction of fit wrong - it posits that the paladin cares for things because the being they serve does. Whereas when I play or GM a paladin, I see theme as serving an entity because it is an exemplar of a value worth being committed to.​
 

If.

When you use mechanical alignment, the flow looks like this:

Event occurs ---> Player reacts to the event based on the player's interpretation of alignment ---> The DM disagrees with the player's interpretation of alignment ---> The DM informs the player of the disagreement and the player is now beholden to accept the new interpretation ---> The player must now go back to the concept of his character and re-evaluate the character based on this new interpretation, changing his character to conform to the DM's interpretation.

re.

There is one thing at least where I agree with you here. Imposing penalties on a character just because the player breaks alignment, and not for some visivle in game reason, is something I dislike (and I think the rules in 2E---dont recall if 3E advises this---give bad advise in that respect). What I like is using alignment for things like paladins, where the violation of alignment matters because their powers come from a relationship or connection with these cosmic forces or the gods. I also like it for things such as orotection from good/evil, magic weapons that interact with alignment, etc. So i differ from you in that i feel the GM handling alignment and treating it as an objective thing outside the characters is perfectly fine, but i agree that it is a bit stupid to dock the thief XP or take away his thief skills because he is being too Lawful. I also tend to focus on egregious alignment violation.
 

So it's not a mistake on N'raac 's part... you're just not following the rules for familiars... got it.

Now, what I see here is that [MENTION=48965]Imaro[/MENTION] reads the rules for familiars and skill challenges, and concludes they were not followed. [MENTION=42582]pemerton[/MENTION] reads the same rules, and concludes that they were followed. Apparently, two different users of the rules come to entirely opposite conclusions on how they apply. [MENTION=22779]Hussar[/MENTION], how does this compare to your assertion that alignment is a bad system because two different GM’s can come to inconsistent, even opposing, conclusions and both be correct?


Wait so the player activated his familiar? Or did you take control of his resource, activate it so it could take damage and then arbitrarily take it away because he chose not to funnel souls to Vecna... If so, wow... you not only arbitrarily stripped him of the resource, you also took over control of the resource in order to strip it away without his consent...

I can’t speak for [MENTION=48965]Imaro[/MENTION] on this, but for myself:

- I agree with the statement above;

- I believe [MENTION=42582]pemerton[/MENTION]’s GMing of this was consistent with the in game fiction and made for gaming at least as good, and more probably significantly better, than mechanically applying the rules;

- my contention that removal of a character resource, whether temporary or permanent, without the player’s consent or direction, due to the character’s moral choices is inconsistent has nothing whatsoever to do with whether the rules were, or were not, followed – the prior edition rules that would remove a Paladins powers and/or reduce a character’s level due to alignment issues were also “the rules”, and were cited as bad rules (for [MENTION=42582]pemerton[/MENTION], at least) because they reduced the character’s ability to influence the in-game fiction inappropriately. He sees a significant difference between unilateral removal of the familiar because the player made a choice that a higher power relevant to the character disagreed with and removal of abilities for alignment issues. I don’t. That’s the disagreement.

I remember from one of these threads recently that OD&D only had L/N/G and I knew first hand it was true for B/X. But I had forgotten that Moldvay explicitly ended the descriptions with:

Did OD&D leave those out? What about the other versions of Basic?

I don’t believe OD&D linked Law to Good or Chaos to Evil explicitly. An old White Dwarf article suggested CG and LE, pointing to the Chaotic Doctor and the Lawful Daleks as not well handled by the three choice continuum.

The first Basic I read (the “blue book” with the Dragon) had the 5 alignment chart (LG, CG, LE, CE, N). Later editions, I think, went back to L, N, C.

What I find weird is that, if Mearls and Baker write a skill challenge in which a consequence is a change in recovery time, that is (presumably) permissible within the rules; and if WotC publishes disease and curse rules which have, as one component, that recovery time for healing surges or powers is delayed, that is (presumably) permissible within the rules; but that if I implement such a consequence then I'm disregarding the action resolution mechanics!

What I find weird is any effort to defend whether this was consistent with the rules or not. You have told us the alignment rules are not good rules because they reduce a player’s ability to impact the fiction by removal of character resources. You then present a play example where you remove a character’s resources, reducing his ability to impact the fiction. Even if I assume that this was 100% consistent – exactly how the 4e rules were presented – even if it were an example of proper play from the rule book itself – that would still leave it a rule under which a player’s ability to impact the fiction is reduced by (temporary) removal of a character resource, due to the decisions made by the character/player in question.

Suppose the challenge had unfolded like this, instead: I invite the player to make a Perception check, and when he does I tell him that he notices a fire has started, and some MacGuffin is sitting in the middle of the fire. He then makes an Athletics check to have his PC rush in and grab the MacGuffin from the fire before it is burned to a crisp. If I said that the PC suffers level-appropriate fire damage, would you call that "GM fiat" not grounded in the action resolution rules?

Is this a hypothetical example, like the ones you dismiss when we present them? What check did the player make using his familiar to expose it to loss? I would call it GM fiat if the you said “As you prepare to rush in, your familiar darts in, clutches the MacGuffin in its claws and swoops out to your side, laying it at your feet as it collapses from the pain of its burns.” I don’t believe the player in your game used the character resource of his familiar to redirect the flow of souls (so it was not a resource used in the skill challenge), nor did he attempt to harm the familiar to do so (so its incapacitation was not a success of his roll).

Or here is another example, this one not hypothetical but from actual play, when the PCs reforged the dwarven thrower Whelm into the mordenkraad Overwhelm:

So you think another one will have more pleasant results?

I’m not sure what this has to do with anything. Was that the Dwarven Paladin? Do Paladins have mounts in 4e? Had you said “Your mount is injured and is unavailable for a period of time”, or “The magic flows from the weapon at your belt into Whelm, so your weapon is non-magical for a week”, that would be more comparable, in my view, to KOing the familiar. Both would incapacitate a resource the character had not invoked in the successful skill roll from which its loss was ruled to result. Had Vecna removed some power that he, in the fiction, grants to the Invoker, that would seem far more logical.

Are you really saying that it is not a permissible consequence of a successful skill challenge that a PC owe an NPC money?

The PC offered money. The Invoker did not, as I understand it, even activate his familiar, much less offer it as part of the stakes. You did.

It seems to me that the success of the Acrobatics check tells us whether or not the PC caught the widget in mid-air, but s/he is taking damage from the fall either way!

Sure. But his horse, follower, or what have you, which was no part of the check, didn’t jump in after him, and he didn’t break some unused magic item on landing.

And again Sadras, there is absolutely no problem with differences in opinion regarding interpretations. Two people looking at something might very well disagree whether it is truly beautiful.

But it's far more unlikely that one will say it's truly beautiful while the other says it has no redeeming qualities and is wholly ugly.

Compare the aesthetics of two cultures (21st century North America and 15th century Europe, say) on viewing a chubby young lady, 25 lb overweight, and a waif-thin supermodel. Their standards seem pretty different to me.

That's where the problem lies in alignment. That two people can have completely opposite interpretations and both be able to 100% justify those interpretations using the alignment definitions.


Kind of like Imaro and Permerton reach completely opposite interpretations of the familiar and skill challenge rules, huh? I find Imaro’s are justified, and I also see Pemerton’s point, so they’re both justified using the rules. I don’t know about 100%, but I suspect I would not perceive the two alignment judgments as each being 100% either.

When you use mechanical alignment, the flow looks like this:

Event occurs ---> Player reacts to the event based on the player's interpretation of alignment ---> The DM disagrees with the player's interpretation of alignment ---> The DM informs the player of the disagreement and the player is now beholden to accept the new interpretation ---> The player must now go back to the concept of his character and re-evaluate the character based on this new interpretation, changing his character to conform to the DM's interpretation.

In other words, the player must change his character's behaviour to conform to the DM's interpretation which is 100% external to the player's conception of his character. If he fails to change his behaviour, then the DM is obligated to invoke various consequences, up to and including permanently stripping character abilities.

However, when you don't use mechanical alignment, the flow looks like this:

Event occurs ---> Player reacts to the event based on the conception that the player has of his character ---> The DM causes in game reactions to the player's reactions which may be positive or negative as the case may be, based n the DM's interpretation of NPC's in the game.

That's the fundamental difference here.

I’ve inserted the example scenario below in bold.

Event occurs the Imp is transferring souls to Vecna ---> Player reacts to the event based on the player's interpretation of alignment I will redirect them to RQ--- > The DM disagrees with the player's interpretation of alignment You’re evil and sworn to Vecna ---> The DM informs the player of the disagreement and the player is now beholden to accept the new interpretation ---> The player must now go back to the concept of his character and re-evaluate the character based on this new interpretation, changing his character to conform to the DM's interpretation. OBJECTION: The player is not required to change his character’s decision, only to abide by its consequences.

In other words, the player must change his character's behaviour to conform to the DM's interpretation which is 100% external to the player's conception of his character. The player must let the souls flow to Vecna If he fails to change his behaviour, then the DM is obligated to invoke various consequences, up to and including permanently stripping character abilities. The Powers of Evil demolish your familiar in their disappointment over your lackluster service (or the powers of Evil no longer serve you, so your Imp familiar leaves).

However, when you don't use mechanical alignment, the flow looks like this:

Event occurs the Imp is transferring souls to Vecna ---> Player reacts to the event based on the conception that the player has of his character I will redirect them to RQ ---> The DM causes in game reactions to the player's reactions which may be positive or negative as the case may be, based n the DM's interpretation of NPC's in the game. Vecna demolishes your familiar in their disappointment over your lackluster service


Or, if we accept that the player knew full well the familiar was at risk, the player can either change his behaviour or suffer consequences, up to and including the indefinite removal of a character ability (now established to be a feat normally subject to temporary removal, which pemerton has decided will not recover in its usual timeframe).

I'm sorry? In that case, every 3E GM who ever told their players, "OK - you wake up and the sun is a fiery red in the East" is breaking the rules, because nowhere in the 3E rulebooks is the GM given express permission to frame that scene.

I think a sunrise and talking with your deity while dead are quite different in scope. I am also saying there are no rules for communing with the character’s deity while the character is dead, so any such interaction is not a “by the rules” scene, but a “GM Fiat” scene. There is nothing wrong with the latter, but neither are there rules for it in the game, so it cannot be conducted or adjudicated “in strict accordance with the rules” no rules govern its conduct or adjudication.


Can you tell me what text there even hints at the impermissibility of the GM framing a scene in which a dead PC interacts with the Raven Queen? Particularly if the player of the dead PC requests such a scene?

Can you show me any rule that governs how such an interaction is requested by the character, how it should be determined whether his request is granted or how the scene should be adjudicated? There are no such rules, I believe, and with no such rules, the entire scene is complete GM fiat. That’s not a bad thing, but it’s not an “in the rules” thing either.

So, contrary to your claim that curses and diseases are irrelevant, they are highly relevant. A key responsibility of a 4e GM is to manage pacing, and variations in pacing, and bonuses and penalties to recovery of resources relative to the normal recovery periods; the rules for curses and diseases provide a model for the way 4e handles can use those particular mechanical techniques to handle various sorts of fictional circumstances (for instance, many diseases delay the recovery of healing surges; a curse might delay the recovery of certain powers; etc).

They are mechanical rules for the removal of a character’s abilities, thus reducing the player’s ability to impact the fiction. So are mechanical alignment rules and undead level draining rules, both of which you have stated you consider bad rules, at least for your game.

The rule doesn't say that the owner "should" die instantly and crumble to dust.

Apparently, they say the owner does die instantly and crumble to dust – emphasis added:

To quote for a 4th time (from pp 165 and 168 of the DMG): "A malevolent artifact such as the Eye of Vecna has no compunctions about leaving its owner at the most inopportune moment (for instance, ripping itself from the character’s eye socket during a battle). . . The Eye of Vecna consumes its owner, body and mind. The character dies instantly, and his body crumbles to dust." So at least two options are provided. With an implication (via the use of "for instance") that the GM might interpolate other options as seem appropriate.

I’ll accept you quoted that four times. Consider reading it this time.

Arcane Power, p 138, says this: "Your DM might maintain some light touch of control over how your familiar acts, or might allow you to completely control it."

In the case of my player, the parameters of "light touch of control" had already been fairly well established: for instance, as I believe I mentioned, in an earlier session the familiar had, without the PC's knowledge (or the player's until after the event) turned invisible and filched a ring from an NPC to give to the PC. And the player deliberately chose to implant the Eye of Vecna in his familiar, which obviously has implications for our shared understanding of the relevant "light touch of control".

So a “light touch of control” consists of the Familiar taking independent action, activating itself without the player’s consent, or even knowledge (he must make an Insight check to perceive it’s doing something), opposing the will of its master (he had to force it to redirect the soul energies) and then being removed from play. I’d hate to see a “heavy-handed approach”, but I guess two people can read the rule “light touch of control”, reach very different interpretation and (hey, [MENTION=22779]Hussar[/MENTION]) both be 100% right under the rules.

He and his friends shut down the soul abattoir, stopped Vecna getting the resulting flow of souls, and escaped from the cavern alive. As well as these story rewards, they earned the relevant amount of XP. (Off the top of my head, 7000 each.) Two of the PCs - the cleric and paladin of the Raven Queen - also had their weapons and holy symbols enhanced from +5 to +6 due to their mistresses gratitude.

So she rewarded those already sworn to serve her for their involvement, but not the Invoker who chose her over his other obligations, suffered the loss of his familiar for it, and redirected the soul energies to her, and away from Vecna. Why does he get no reward (other than the xp everyone gets) for his service and success in the challenge?

What I have repeatedly said is that I do not like, as part of my role as GM, having to judge the adequacy of the evaluative judgements that my players make. In this case, that would mean that I don't what to have to decide whether or not the player did the right thing in having his PC choose the Raven Queen over Vecna. And guess what - I didn't do that!

The invoker expressed a value judgment – whether the souls should flow to Vecna, or to the Raven Queen. He then acted on it.
BUT I DIDN'T JUDGE WHETHER OR NOT HIS DECISION WAS CORRECT. Whereas alignment rules would require me to do that - to judge whether he did a good or evil thing.[/quote]

You did judge that an Evil deity disapproved. Do Evil deities tend to approve of Good acts, or Evil ones?

N’raac said:
I conclude that your objection to similar mechanics for Paladins, or for the alignment system, are not a hard and fast philosophy

Then you are wrong.

My conclusion is an opinion, not a fact. I see it could be interpreted as an assertion of fact, so I apologize for that lack of clarity and state for the record it was an opinion. I have set out the support for my opinion, and it remains my opinion. Your objection to removal of character resources due to moral choices of the character (or player) is not absolute, in my opinion, but a matter of degree, as evidenced by your removal of the Invoker’s familiar as a consequence of that characters moral choice in directing soul energies.

It is no more “wrong” than your opinion that alignment, reasonably and properly applied, would be detrimental to your games.

BTW, the difference I see between Warlock and Paladin is that the warlock approaches the Power with an offer of service in exchange for a reward of power. The Paladin is rewarded with power as a consequence of his service. The Paladin chose service without demanding the reward first. A cleric could go either way. There is a significant similarity in that all are rewarded by higher powers for their services. Similarly, both a soldier serving his country and a mercenary working for the highest bidder are paid for their services. They are very different in other respects.

There is one thing at least where I agree with you here. Imposing penalties on a character just because the player breaks alignment, and not for some visible in game reason, is something I dislike (and I think the rules in 2E---dont recall if 3E advises this---give bad advise in that respect). What I like is using alignment for things like paladins, where the violation of alignment matters because their powers come from a relationship or connection with these cosmic forces or the gods. I also like it for things such as orotection from good/evil, magic weapons that interact with alignment, etc. So i differ from you in that i feel the GM handling alignment and treating it as an objective thing outside the characters is perfectly fine, but i agree that it is a bit stupid to dock the thief XP or take away his thief skills because he is being too Lawful. I also tend to focus on egregious alignment violation.

I think 2e suggested a natural alignment change might appropriately carry no XP penalty. I forget which direction 3e went in that regard. 1e had the harshest phrasing, I believe. I think most who favour the alignment rules do focus on egregious behaviour (one outrageous action or a consistent trend of clear, but less outrageous, behaviour) and the Powers granted for service to a specific being or philosophy.
 

You've caught me out - I actually tie up my players in my secret basement between sessions!

Sidestepping and misdirection... when did I ever say this??

Alternatively: I actually linked you to a post in which I explained how the player spoke to me on the telephone and explained his plan to implant the Eye of Vecna in his imp.

It's funny how I ask what should be a simple yes or no question... but can't get a yes or no reply. Let me try this again... Did you get the player of the invoker's consent to activate his familiar, and have it redirect souls towards Vecna?

Because it is an example of one consequence of a successful skill challenge being resource depletion.

In this example was the resource manipulated and controlled by the DM so that it was put into a position where it could be depleted (as in your play post)? Again, it's a yes or no question...

First, the resource is not destroyed. Dealing 1 hp of damage to a familiar is not "destroying a player build resource". Inflicting a curse, or a disease, or a similar effect which affects recharge times is not "destroying a build resource". It is a standard element of the suite of mechanical consequences available in 4e.

It's destroyed until you allow the player (since you also disregarded the official rules for familiars) to get it back... at this point and time we have no clue as to how long or short that will be. Do the rules for healing diseases or removing curses boil down to... catch or be subjected to one whenever the DM feels like it and heal or have it removed whenever the DM feels like it? If not then they are not the same as what you chose to do.

Second, the player made at least three salient decisions. First, he decided to have his PC implant the Eye of Vecna in his imp. Second, knowing that Vecna was, via his PC's imp, sucking up the soul power, the player decided to have his PC thwart Vecna. Third, having suffered Vecna's wrath, he made no attempt to bargain, or return the soul energy, or anything of that sort. Instead, he let the dwarf fighter lead him out of the collapsing cavern.

Really these are salient decisions?? It would seem that you made much more salient decisions for the character than he did. Who decided that his familiar would send soul energy to Vecna (Still not sure how/why it would do this, maybe secret back story around the familiar or artifact, but whatever)? Who decided the familiar would also go into an active state so it could be damaged (again not sure why it would do this for any other reason than that the DM decided it...)? These seem like much more salient decision points than the ones you listed above.

The term I use for taking steps with a player's familiar that he has deliberately loaded with the Eye of Vecna for this very purpose is "Establishing a complication".

So then why not leave the decision up to the player? If you were so sure this is what he wanted why not let him make the choices surrounding his familiar (which he's supposed to do anyway) during play in the same way you would want a paladin to role play out and decide the consequences (if any) of his own fall as it relates to his character build resources? If the player wanted this to happen why did he need you to manipulate and control his resources without his consent?

When the player makes a choice that sacrifices one possibility (saving himself and his imp from Vecna's wrath) in favour of a preferred possibility (sending the souls to the Raven Queen) I call that roleplaying.

I have no problem with what the player did... mis-direction and sidestepping... I just find your actions inconsistent with the rules and much of your stated philosophy about control of player build resources, evaluative decisions and so on.
 

And again Sadras, there is absolutely no problem with differences in opinion regarding interpretations. Two people looking at something might very well disagree whether it is truly beautiful.

But it's far more unlikely that one will say it's truly beautiful while the other says it has no redeeming qualities and is wholly ugly.

Yeah I don't see this at all. I don't think there is some universal standard of beauty, and individual standards are shaped by culture, experiences, personality, etc. If you are judging what is "beautiful" you are IMO, making an evaluative decision.
 

It's funny how I ask what should be a simple yes or no question... but can't get a yes or no reply. Let me try this again... Did you get the player of the invoker's consent to activate his familiar, and have it redirect souls towards Vecna?

May I add a rider: "Consent" means explicitly asking the player to activate the familiar, not implied consent such as:

- not arguing his familiar was not activated;
- arguing or negotiating over the loss of his familiar (in game or out of game);
- sitting at the game table to begin with;

It means he explicitly said "I expect my familiar to be removed from my control for an unknown and indefinite period of time" or "I agree with you removing my familiar from my control for an unknown and indefinite period of time". If some other phrasing was used, spell it out and [MENTION=48965]Imaro[/MENTION] and I will see if we agree that's consent...we may need to appoint a third person to chair the committee...

In this example was the resource manipulated and controlled by the DM so that it was put into a position where it could be depleted (as in your play post)? Again, it's a yes or no question...

Alternatively, "did the player activate the familiar at any time in the scene?" if he did not, the answer to the above question is "YES, the resource was manipulated and controlled by the DM so that it was put into a position where it could be depleted "

I shudder to think of the response we would have received to "Is 'a' the indefinite article in the English language?"

brrrrr
 

'Valid points that are well structured.'

First and foremost I must apologize for my prior aggressions and lack of calm and collected actions. I've been having a rough week of it and the frustrations I've been feeling have leaked quite heavily into my manner associated with this thread. I've also played D&D 3.5 for a little too long some might say so my views on mechanical alignment are quite biased to say the least. I wasn't intending to insult anyone personally but rather to vent my frustrations. I've gone to far with that however and attempting to make amends, whether they be accepted or not.

tl;dr: I'm sorry for being an asshat.

Now that that's out of the way, let's get back to the debate:

I agree, intelligence and wisdom are more important behaviors wise than alignment could ever hope to achieve. This is mainly due to alignments' innate nature of being a little open to interpretation. That's why it's good to talk it over with your players or DM and figure out what everyone can agree upon alignment should mean to everyone involved. If you know how it can be cut and dry, you know how to approach it.

And as we all know in everyday life, we all use blanket terms for everything we express. The terms Jock, Nerd, Gamer, Explosion, and Critic come to mind (for simplicity and speed, I'm not going to go over how these are blankets as most are common enough to be self-explanatory). Admittedly, Chaotic is a rather poor term for what it signifies, but as much as Good is the opposite to Evil, writers probably needed a term other than Unlawful to put on the other end of the Lawful/Chaotic Axis.

The drivers analogy is a good one I do admit.

The term innocent, of course, being directed toward individuals who might otherwise incur the wrath of a Paladin looking to Smite Evil in all it's forms. If a Paladin believes someone to be innocent, he has no justification to end them or label them evil.

Admittedly I used the term everything as a blanket to express what a different term would have expressed better. I should have said most things. Fighters being an apt defense for your position.

World of Warcraft (or WoW as it is commonly known) is an MMO wherein people "roleplay" characters looking to save the world from great evil. However, a large number of individuals take to infighting or killing those of "opposing" factions for sport rather than any other reason. The Alliance is the supposed good guys who, as far as backstory goes, act more like genocidal maniacs bent on removing "inferior" races because said races are a scourge to be wiped off of the face of the world. The Horde as it is commonly known, is comprised of these so called "inferior" races who look more to eek out their peaceful existences away from Alliance strongholds for fear of death. Admittedly, there are both good and bad apples in both groups, however, neither is a good signifier for who the Good Guys or the Bad Guys are. Taking this all into consideration, I'm using it as an expression to say that 4th plays with alignment not mattering. Again, apologies if I insulted you personally.

An awful lot of people not reading posts thoroughly on this thread. Strange. True Neutral is still more abstract than even I expressed and I find it difficult to properly state without a great deal of confusion how it actually works. Neutrality is in fact the single most difficult alignment to play as any action can be considered to follow some form of outward alignment. Case in point, the 9 point alignment grid does look like a doughnut more than a box when you look at all parties involved. Even when you look at the "Unaligned" alignment, you still to some degree decide to not pick a side which is, in fact, a side in and of itself. If anything, it's up to the DM how "Black and White" he wants his world to be.
 

Yeah I don't see this at all. I don't think there is some universal standard of beauty, and individual standards are shaped by culture, experiences, personality, etc. If you are judging what is "beautiful" you are IMO, making an evaluative decision.

Think of how ridiculous this sounds:

Player: I think X is beautiful.

DM: no you are wrong. It is not only not beautiful but is wholly ugly. And you must now incorporate my definition if beauty into your character.

While I can certainly see preferring one thing to another, it would be pretty rare to see someone looking at a waterfall and saying, "that's an ugly waterfall. "
 

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