Do alignments improve the gaming experience?

Status
Not open for further replies.
Player: I want to play a shader-kai cleric of the god of beauty. I express that beauty by ritual scarification and piercing.

Me (DM): Hrm, that's a bit out there. But, I can see how someone can view this as an expression of beauty. Ok, show me what you got and lets run with it.

That seems like a good way to do it.

What would you do if it had already been established in game (maybe by a past event, or by the background or actions of another player) that this particular god of beauty was emphatically opposed to things like scarification, piercing, and tattoos that physically altered the body?

In that case would you be fine with saying no, because it isn't based on your definition, but rather by the definition established through the course of play?
 

log in or register to remove this ad

That seems like a good way to do it.

What would you do if it had already been established in game (maybe by a past event, or by the background or actions of another player) that this particular god of beauty was emphatically opposed to things like scarification, piercing, and tattoos that physically altered the body?

In that case would you be fine with saying no, because it isn't based on your definition, but rather by the definition established through the course of play?

Oh yes. I would agree here. Afaic, the only "canon" a setting has is what's established in play. And as such, I would expect a player who had chosen a particular interpretation would consistently choose that interpretation. Not doing so would be out of character for the PC.
 

What would you do if it had already been established in game (maybe by a past event, or by the background or actions of another player) that this particular god of beauty was emphatically opposed to things like scarification, piercing, and tattoos that physically altered the body?

In that case would you be fine with saying no
Oh yes. I would agree here. Afaic, the only "canon" a setting has is what's established in play.
This reminds me of [MENTION=6681948]N'raac[/MENTION]'s question upthread, about wanting to introduce an undead-animating servant of the Raven Queen.

In that earlier conversation, I had some difficulty explaining to N'raac the difference between backstory - which can be settled in various ways, eg via play or via agreement among the group about some canon text - and values.

If it turns out that a particular god of beauty isn't the god of scarification, then the player who wants to bring in the scarifying beauty-worshipper is going to have to find another way. One way is to successfully pitch a new take on the established background element - I think this is more easily done in play rather than in advance of play, because actually making something make sense in play has both a viscerality and a "heft" at the table: it shows the viability of the idea isn't just speculative but can actually be made to work in the game.

Another is to make a new god the focus. Which might then give rise to some interesting conflicts - who is the "real" god of beauty? From the point of view of each player, as I have said upthread I am not going to second-guess the accuracy of his/her portrayal and expression of his/her god's values. But that doesn't mean that a different character and that character's own god have to accept it.

For me, at least, that's part of what flows from dropping mechanical alignment. There is no need for an authoritative resolution of these value debates to make the game work. Rather, the existence of ongoing debates because there is no authoritative resolution is a sign of the game working.

In my current game, the dwarf fighter/cleric (and that PC's player) bickers continually with the palading of the Raven Queen (and that PC's player), about what justice and honour require, and about whether the Raven Queen comports herself in accordance with those values. When the PCs arrived at the Soul Abattoir, and I was filling in the players on some backstory that their PCs knew, one of the things I mentioned was that, unlike her predecessor Nerull, the Raven Queen regarded Torog's torture of souls as unnecessary. The player of the dwarf, I think in character (at our table it is sometimes hard to be sure - play is pretty fluid in that respect), commented that this was the nicest thing he'd ever heard about the Raven Queen, that she opposes the unnecessary torture of souls!

Of the two PCs, which is right in their conception of what is valuable, and worthy of respect? Is the Raven Queen evil, as the dwarf believes? Is the dwarf (and Moradin, his god) foolishly naive, as the paladin of the Raven Queen believes? It's not part of my job, as GM, to make an adjudication. The players are free to, and expected to, play their PCs in accordance with their conceptions of them, and to see where this takes the game.

I would expect two conflicting servants of gods of beauty to play out the same way. I even think it could be done with two conflicting servants of the same god of beauty - at least in my experience it's surprisingly easy for the GM to mangage the backstory and the scene-framing such that, even if the players push for it, the god never gets backed into a corner which requires declaring one rather than the other to be the truer servant of the relevant value. (Because what's really going on here is that a player, instead of tackling the conflict in the context of the game, is trying to get an easy win by getting the GM's endorsement: so it has the illusion of being in game, and I think would be classified by [MENTION=6681948]N'raac[/MENTION] and [MENTION=6688277]Sadras[/MENTION] as ingame, but in my view is really an attempt to escalate to the metagame. And I don't want to go there - let the players either live with their disagreements, or sort them out via play.)
 

The manner in which the familiar was damaged remains, in my view, outside the rules which @pemerton has cited to defend the action. The player did not volunteer to sacrifice the familiar in the course of the skill challenge. Neither did he activate it, making it susceptible to damage in the course of the skill challenge. It acted entirely on its own initiative. Are there, in fact, rules for the PC’s familiar to act entirely on its own initiative, even to oppose the will of the PC (who, I believe, was required to oppose the familiar’s efforts to direct souls to Vecna?

Did prior play, including the artifact, support this happening? Absolutely. It still happened by GM fiat, and removed a resource of the character. @pemerton noted some time back that he doesn’t believe he will apply the usual rule that a damaged familiar recovers after a short rest. I believe he has indicated he has not decided how long it will take to recover. That seems to fall squarely within the term “indefinite”.

Let me clarify what I was saying prior as I'm not sure it was clear.

As with a lot of things 4e, rules keywords (such as "passive" and "active") describe how mechanical elements interact with other mechanical elements. Beyond those mechanical interactions, the exceptions are there (hence "exception-based design") for GMs to adjudicate. "Passive" and "active" have a fictional fluff associated with them (eg passive - "shares your space, perched on your shoulder or tucked inside your clothing") and mechanics (eg passive "can't be targeted or damaged by any effect"). Both of these keywords are also "Rules Combat" elements. Their use outside are exceptions. The Targeting issues falls under the "Legitimate Threats and Line of Effect" rules (which both adjudicate whether attack powers can be aimed at something to deliver an effect, and knock-on effects that come with it as a result of the interaction). Effect in "Rules Combat" states:

Multiple Sources D&D 4e

Effect
The result of a game element’s use. The damage and conditions caused by an attack power are the power’s effects, for instance. Some powers have “Effect” entries, which contain some but not necessarily all of the powers’ effects. In an attack power, the effects of such an entry are not contingent on a hit or a miss.

The issue here is that, outside of combat, these kinds of keywords aren't defining mechanical interaction. You aren't working about how AoE's interact with each various party, rules for cover, whether a familiar can trigger a cleave upon death (eg "bag of rats"), and all other manner of things. It is a freeform system for noncombat resolution whereby the keywords move from strict mechanical guides for interaction of rules elements, to narrative fluff guides for interacting with the fiction. What I'm saying is that, in an apocalyptic Skill Challenge, a player wouldn't say "my familiar is in passive mode" so that he could save the familiar from an extraterrestrial space rock (such as the KT Boundary Event), or a nuke, or a supervolcano (or any other doomsday event). There aren't "legitimate targets", "effects", or "damage" (in the combat sense), as they are meant for "Rules Combat", in Skill Challenges. These are closed scenes that are siloed away for noncombat conflict resolution. Rules elements that aren't contrived exclusively for combat adjudication (such as Healing Surges, general damage, Dailies, etc) for ease-of-use when dealing with interactions between rules components in combat still apply.

Vecna neither "targeted" a "legitimate target" nor deployed an "effect" in the "Rules Combat" sense those terms are built around. Vecna's feedback was entirely an exception outside of "Rules Combat" as a complication in a Skill Challenge. And when using the fluff as a guide for "in-fiction" interactions (as you do in a Skill Challenge), neither "perched on your shoulder" nor "tucked in your pocket" has any physical relevance to impede direct feedback from the implanted artifact (Eye of Vecna) to the host (the familiar).

As such, I don't see how "passive" (as outlined above mechanically and narratively - curled up on your masters shoulder or in their pocket, et al), would have any bearing on whether Vecna can channel feedback (psychic or other) through his eye (that you willingly implanted) because of your meddling with his agenda in the physical world. This just appears to me to be a sensible physical complication as a result of a failure in a Skill Challenge.

And again, its almost completely a story-driven complication as the mechanical loss has all but no bearing on play. The Familiar returns on next Short Rest....which is almost universally immediately after the Skill Challenge. If there is some urge to qualify this as "GM fiat" (which I don't agree with as my reasoning above), then it is one of the most benign incarnations of GM fiat in this galaxy (or any other known galaxy).

Do you not have to exercise judgment in setting the DCs required to succeed in the climb? GM’s do seem to differ markedly as to the DC of various tasks, often with the view that it should be “a challenge” to the skilled character conflicting with the view that the character is so skilled as to be difficult or impossible to challenge in his field of expertise.

On this part, there are three issues as I see them:

1) If you're playing a world exploration game with objective DCs, the various DC components for establishing any Climb check are provided. Yes, here the GM has to establish which components apply based on the fictional elements of the obstacle being climbed. This is trivially easy. Is it trivially easy to me because I've been an outdoorsman and have climbed aplenty? I'm not sure that is the case. Maybe its made certain things easy (such as conceiving a proper, acceptable exploration challenge), but I'm not sure its moved the needle much.

2) In a closed scene (Skill Challenge), DCs are subjective based on the level of the characters and the standard DCs required to succeed are provided (eg 5 moderate and 1 hard in a Complexity 2). I'll have to (i) create a genre/level appropriate challenge (and complications) for the PCs and (ii) discern where to apply the Hard DC(s). This, again, is pretty trivial in practice. A thousand and one times easier than trying to record actions (and their context and my perception of each element of their cosmological orientation - 1st, 2nd, 3rd order), adjudicate cosmological fallout, and then calibrate the fallout with a (likely disputing) PC.

3) I need to understand the PCs build choice decisions (the inherent expertise of their archetype) to ensure that I only frame scene openers that respect this (such as opening the scene in the middle of adeptly climbing the face) and never contradict this (such as opening the scene with buffoonery or shenanigans whereby they are mecking a mess of the attempted climb and are in need of rescue or recovery). This is a player agency issue. They've spent PC build currency for the archetype. If I'm going to frame a scene opener around their archetype (thus fast forwarding their interaction and getting right into the conflict), it must respect that.

To the druid example, this seems less a matter of alignment and more one of allegiances or faith. I doubt the Nature Deity found favour in her actions, and a Druid worshipping the God of Civilization seems a bit off to me, but I don’t see an alignment issue in that regard.

It seems an excellent example of deities of identical alignment having completely different viewpoints, showing that alignment is not a straightjacket.

Some more clarification here. When I was transcribing that anecdote of my table for the purposes of this thread, I wasn't applying strict alignment of D&D to the anecdote. I was relaying it on the terms of the rules framework of "alignment as prescriptive guide for GM adjudication of character action and resultant metaphysical fallout". In this case, the anecdote wasn't about neutrality or good or evil. Further, it wasn't about Erathis or Melora extending or retracting a divine boon to a PC. Druid's in 4e work off the Primal power source, not the Divine power source. They are not "nature clerics". They directly "draw on the spirits of nature that pervade the world."

As such, if an analogue to pre-4e alignment existed, it would require me to discern the character's actions with respect to these spirits of nature that pervade the world...and if they would continue extending their power, retract their power, or grow angry and attack the druid until she attones/relents from her position of Civilization (as steward or mediator over the destructive inclination of nature) over Raw, Savage Nature. If I (GM) thought her (player) position and subsequent (character) actions were "rubbish" (as I outlined a possible, certainly not anomalous) take above, then it would be either retraction of power (primal spirits revoking her connection to the natural world) or fierce backlash until she relents and chooses Raw, Savage Nature over Civilization (as steward or mediator). I think that would have been terrible for play.

Hopefully that is more clear.
 
Last edited:

No one has argued for this. No one has said that the character is the sole arbiter. They have said that the player gets to judge what it means to live up to the PC's professed values.

I can’t speak for other posters. For me, the issue is not whether the character is the sole arbiter, but whether the player is the sole arbiter. The two often get used interchangeably. Returning to my “murder for the Raven Queen” example, I had suggested a character who truly believes he serves the Raven Queen by ensuring Fated deaths take place. He kills the serving girl because she was Fated to perish in childbirth three months ago, yet somehow cheated fate, and it is his Holy Mission, as dictated by the Raven Queen, to set this right, ending her life as was Fated.

Two possibilities exist:


(a) The character is delusional, hears voices and murders believing he does so by divine grace;

(b) The character is correct – after all, the Raven Queen is deity of both Fate and Death, so I don’t find this out of step with the limited sketch of the Raven Queen you cited as the relevant passages from the rules.

I, as the player, should be allowed to select which is true – I get to decide whether I am playing a Chosen Servant of the Raven Queen (one whose actions are bound to cause a measure of controversy, because he sure looks like he could be a delusional murderer, especially to those not fully comprehending the Mysteries of the Raven Queen, which sadly includes even some who claim to be her devoted followers). Yet the concept was dismissed immediately when I first raised it as an “inappropriate view” of the Raven Queen.

If a player chooses to serve a god who is the exemplar of a value, then in my game there is no "vision of that deity" separate from the player's conception of the value in question. And what is the player's conception? That will be explored in play. Part of good GMing, for me at least (and I believe als D'karr) is framing situations that put the player's conception to the test.

Contrast this to my example above. Now, this becomes more problematic in your game, which already has a character professing to be a devoted servant of the Raven Queen. Can we co-exist despite our differences? Must one or the other be proven wrong? It seems this would be something, under your approach, which would come out in play, and not by dismissing one interpretation as “he should worship Demogorgon instead” at the outset.

I did not judge the PC's actions. I did not judge the PC to have done the right thing or the wrong thing. What I did do is force the player to choose between the Raven Queen and Vecna. That is an example of "putting the player's conception of values, and of his/her PC, to the test."

You certainly judged whether Vecna believed the PC did the right thing. Why can’t the Raven Queen judge whether her Paladin does the right thing, or Moradin judge whether his cleric did the right thing? The Raven Queen judged that two of the PC’s did the right thing, and rewarded them. By extension, she did not reward the Invoker – does that indicate she judged he did not do the right thing often enough to merit a reward? Seems he is the only one who sacrificed anything in his service, at least this time out.

Note that “whether he did good” seems irrelevant here. The RQ is unaligned, I believe, so her judgement has nothing to do with Good or Evil. Your most recent comments leave me unclear whether you have retained or dismissed the 4e alignment system, which leaves me uncertain whether Good and Evil ever enter into the picture in this regard.

I didn't just decide that Vecna was dissatisfied with his "servant". The player deliberately set out to thwart Vecna, and I adjudicated the consequence of Vecna's wrath.

The player also deliberately acted in the RQ’s interests. Why was her reaction not adjudicated as having any consequences?

Game theory is, in one sense, amoral. Or, alternatively, one could say that it posits that the only good for an agent is satisfaction of that agent's preferences. The way that you use game theoretic analysis to model moral choice is to posit that an agent's preferences including upholding moral requirements. Once you include morality in the game theoretic model in that way, an agent who knows that an action is evil will not prefer it and hence won't choose it.

Why does introducing moral choice into the matter necessarily require that the agent’s preferences include upholding moral requirements? Having alignment in the game does not require every player to select a Good character, much less a Paladin. The agent himself may well be amoral (game theory seems to posit this). If eliminating choices which are Evil, and requiring choices which are Good, places our agent at a disadvantage, this would indicate that it’s not so easy being Good. You have indicated there are no such advantages/drawbacks in your game.

My game doesn't have "villains". It has characters, including deities, whom the playes choose to have their PCs oppose. Are some of those character's irrational? Probably - I think that is true for Torog. Lolth, also, is probably to some extent a victim of weakness of will, who has then indulged in further self-justifying rationalisations.

Fair enough. However, in my view, removal of villains comes with the removal of “the struggle of Good versus Evil”. I don’t think Sauron was “a character the Fellowship of the Ring chose to oppose”. I think he was a Villain with, as shown, a capital V).

The point of not using mecanical alignment is to extend the approach to play that you adopt within those "shades of grey" to the whole game. I have already made this point upthread, but I do not remember you commenting on it.

If everything is shades of grey, how was my example of a Paladin placed in a nasty situation, who ripped the throat out of a newborn, so clearly an inappropriate character, one which I think every anti-alignment poster has indicated would never happen in their game, or any game with reasonable players? Clearly, there is a point at which we leave “grey” behind.

To remind, the Paladin in question (who keeps getting presented as a blood soaked, murderous psychopath) was opposing a particularly vile cult, and had decided its infiltration would enable him to find its leadership and destroy it from within. To that end, he had spent considerable time ingratiating himself to the Cult, and now was faced with the opportunity to advance within its ranks, facilitating his noble and righteous goal of destroying its leadership. He is then presented with the requirement he demonstrate his devotion by sacrificing a newborn to the Cult’s Dark Master by tearing its throat out with his teeth.

So, he concludes, if he refuses, the child dies anyway, and for nothing. If he does, then all his work to infiltrate the cult is in vain, he will fail in his task of destroying the cult, and many more will share this poor child’s fate. So he proceeds, promising in his heart that this atrocity shall be avenged, and the child's sacrifice remembered.

And the player looks across the table at the GM, declaring the above, and taking his action, which the player sincerely believes to be necessary to deliver the greatest good to the greatest number. The needs of the cult’s many future victims regretfully outweigh the need to avoid this immediate atrocity.

If the player is the sole arbiter of his code, I think he must be taken to be roleplaying his Paladin’s devotion to Valour, Honour and Righteousness appropriately. This is the only way that the player gets to judge what it means to live up to the PC's professed values.

Actually, the 2nd ed alignment rules are contradictory. (Which @Cadence noted upthread, I think).

The PHB says "Only the GM knows for sure." The DMG says "If the DM suspects that the player believes his character is acting within his alignment, the DM should warn the player that his character alignment is coming into question. An unconscious alignment change SHOULD NOT surprise the player". How can these both be true? The closest to a resolution is in the coy phrase at the end of the DMG instructionL: " - not completely, anyway." What exactly does that mean? It certainly seems to leave open that the actual moment of enforced alignment change, and hence (for a paladin) class loss, might well come as a surprise to the player.

So the player is intended to know that the GM is the final arbiter. “Only the GM knows for sure”. And the DMG provides guidance for the GM stating he should warn the player, and the player should not be surprised. He should at least know he is on the edge – at risk of a change of alignment – even if he does not know this one specific action may tip the balance between LG and LN, say. To me, this means the player should know if a proposed action is, in fact, evil, as such action would risk, but not necessarily be sufficient to cause, an alignment change from G to N.

Note that the Paladin loses status not only for a change of alignment (where he should be aware that his behaviour has been steadily inconsistent with either Law or Good), but also for a single evil act, knowingly undertaken (which does not mean an alignment change in and of itself). So the Paladin might not know whether he’s so close to the edge already that this one act might shift him from LG to LN, but would certainly know it is an evil act which would shift him closer to that line, even if not over the line changing his alignment.

1e D&D provided a lot of items in the DMG which were intended as “the rules the players should not know”. 2e reduced that a lot – I think even the to hit and saving throw tables were in the DMG, not the PHB, in 1e. However, so long as mechanics are included in the DMG, then it is a source of rules intended to fall outside the knowledge of the players. Given that, I would suggest any inconsistency between the two books would always, and clearly, resolve in favour of the DMG. Further, I believe it is fairly standard to resolve any differences in favour of the most recent publication, and the PHB was published prior to the DMG (in 3e and up, I believe they were published at the same time, but 1e and 2e released the PHB first, with the DMG following).

If the paladin doesn't lose his/her status for committing an evil act, then in what way is the game even using mechanical alignment? At this point, what role is alignment actually playing in the game?

BAD typo on my part – “retain” was intended to be “regain”, which is a marked change in the meaning of the statement. The rules say a single evil act causes permanent loss of status. The departure would be permitting later atonement.

However, if I accept your premise that the Paladin not losing status for a single evil act invalidates alignment entirely, that would mean alignment is irrelevant to everything but Paladinhood, which I do not consider to be the case.

Did you infer from those statements that I never have the PCs suffer damage? Or have their pockets picked?

I infer from your statements that damage will occur only from the action resolution mechanics within the game, not simply be imposed arbitrarily (eg.” Vecna is angered – you take damage”), and that the pickpocket is subject to all of the same rules applicable to any pickpocket, including the chance to be noticed in the act. I also infer you would not consider it equitable to have an “unwinnable challenge” (eg. the pickpocket is so good he cannot fail, and the PC could never notice him), but I infer this from your reaction to the Chamberlain against whom the PC’s could not possibly succeed in persuading t grant them an audience with the King.

The player has not had his/her feat taken away - which would be the relevant build resource. S/he has lost the use of an encounter power, which is a normal mechanical state of affairs in 4e.

As is its recover after a short rest, where you have imposed an indefinite period of loss (one which you last noted you had not even decided the duration of).

You keep saying that it is "a matter of degree". If you think having a PC take damage from being hit is much the same as permanently rewriting the PC's class, or removing a feat from a PC, and differs only in degree, then I think you have a very different conception from me and most other D&D playes as to what it at stake in each of those cases.

He did not take damage. His familiar was removed from him. The dame familiar which, presumably, was with him when other events of the skill challenge caused damage to be taken. Your notes indicated that could sometimes be “everyone takes damage”. Did no such event occur, or was the familiar somehow completely sheltered from that damage (still able to act later, in accordance with your wishes), only to become vulnerable to damage later (again, in accordance with your wishes)? Did the player, at any time in the entire scene, get to use his familiar, or was his build resource used exclusively by the GM, prior to being removed from the character for an undetermined period of time.

I stand by my “GM Fiat” assessment, with my statement that “GM Fiat” is not necessarily bad for the game and with my view that we are now discussing only the severity of reductions to a player’s ability to influence the fiction, and the situations where you consider GM fiat to impose such a reduction to be appropriate.

I have mentioined the relevant rules: they refer to the GM exercising a "light touch".

Your “light touch” seems quite heavy from where I sit. At no time in the scene, unless there is an aspect not yet shared, did the player do anything with his familiar. You ran the familiar through every action it took in the scene, then removed it entirely. Really, it was removed as the player’s resource during (or even before) the scene, as you made it an adversary, rather than a character resource. That does not strike me as a “light touch”.

The passage quoted makes clear that this is a matter for negotiation between GM and player.

So what negotiation occurred? You have been asked, repeatedly, whether the player explicitly relinquished full or partial control of his character resource, and the fact you have never provided a straight answer to this question has been highlighted several times.

I told you what was the case between me and my player, including that in an earlier recent session the familiar had activiated itself, turned invisible and stolen a ring for the PC from an NPC.

So the fact that the player did not complain the first time you co-opted his resource means it’s yours now to do with as you please? This seems to indicate player acceptance in your game of you playing outside the rules, which is fine. No one is saying playing outside the rules is bad, or wrong, or Evil, or non-Good, or Chaotic, or non-Lawful. We are saying, however, that your insistence you were playing by the book is not accurate.

Why do you think you have better knowledge than me of what the two of us understand to be the scope of "light touch" here?

The English language covers it for me. I do not believe that you have violated the trust of the players. But I believe that trust extends to you going beyond the rules, and taking far more than a “light touch” on the familiar by unilaterally determining its actions, whether beneficial to, detrimental to or even in outright opposition to its master, the player character.

(you, quite wrongly and with no textual authority, are insisting that all such consequences must be chosen by the players).

The rules text you cited referred to the characters taking damage not voluntary) or voluntarily giving up/sacrificing a resource (such as an encounter power or a healing surge). That is my textual authority. I am not going to pore over the 4e rulebooks for the sole purpose of this thread. I am taking you at your word that you have accurately reprinted the relevant rules on which your activity was based, and those rules do not support your assertion that you played in strict accordance with them.

Frankly, I’m not sure why you see any need to justify that your play was in strict accordance with the rules, in the first place. The discussion of alignment crosses multiple editions most of all of which contan alignment rules you have dispensed with), you regularly cite other games’ rules (Burning Wheel being a common one), and we or at least I) have acknowledged that good gaming and following the RAW are not synonymous. Given all of that, I am uncertain why you place such importance on us agreeing that the skill challenge in question was designed and adjudicated in precise conformance with the rules.

The usual rule does not apply here. Much like in the skill challenge from a published module that I posted upthread, in which the usual rule for recovering an encounter power does not apply. Which is much like a disease, which can change the rate at which healing surges are recovered. Which is much like a wight, which can cause a healing surge to be lost even though the player has not chosen to expend it.

Cite me the rule that describes the activation of a PC’s ability in opposition to the character itself resulting in loss of that ability for an indefinite period. Remember also that your arguments against alignment are, or seem to be, arguments that these rules, which allow a PC’s resources to be stripped away, are arguments that those rules are detrimental to the game. Given that, I hardly see citing rules that allow this being a defense against the perception your interpretations are inconsistent. They seem to indicate only that you are OK with some rules that remove character resources, or extend the period of their removal , but not with others. Hence, not an absolute distate for such rules, but opposition to a subset of them that are invoked for specific reasons, and/or whose severity falls within whatever tolerance level you have established.

In other words, a matter of degree.

Say you want to play a paladin. Well, if you stick to "What would Superman do?" then you're not likely going to have any problems at anyone's table. Pretty much everyone is going to agree with that version of a paladin. But, I remember reading an interesting Dragon Magazine article years ago titled, "Good doesn't mean boring". In the article they talked about playing different paladins and different archetypes. Instead of "What would Superman do?" maybe you use "What would Batman do?" as your guide. Now you have a paladin that is this terrifying figure that has pretty much nothing to do with the standard "Knight in shining armour" archetype but is a paladin nonetheless.

Someone mentioned Sparhawk from David Edding's novels as an archetype for a paladin and I 100% agree. But, in the very first scene we meet Sparhawk, he's looking for a stiff piece of wire he can use as a garrotte so he can quietly murder an enemy of the church without alerting anyone. Hardly something that's going to pass by mechanical alignment

Why must any of the three be a Paladin? Can I select any character I wish from the annals of literature to be a Paladin, and you must accept this? How about Frodo? Harry Potter? Plastic Man? The Hulk?

For that matter, which Batman are we talking about? The one who walks away and leaves Ra’s Al Ghul to die, the one who has taken tremendous risks to his own life and limb to prevent the death of the Joker, or the Adam West version who never really had to make any life or death choice?
If Sparhawk’s assassination of an enemy of the church is an evil act, then he is not a Paladin. If he is a Paladin, then his assassination of an enemy of the Church must not be an evil act. His teammate’s casual decapitation of a guard delaying their meeting with a superior seems to indicate either the characters in question are not unswervingly Good, or that “respect for life” is pretty compromised in this particular game and setting.

To me, and just so no one accuses me of speaking too broadly, I am only talking about myself, no one else and not meaning a judgement on anyone else's games (I hope that's clearly stated enough), mechanical alignment forces cookie cutter characters and shallow play where player creativity is squashed under the heel of DM's wanting to preserve their particular views of how the game should be.

And to me, if the result is “cookie cutter characters and shallow play where player creativity is squashed under the heel of DM's”, then this represents poor play and poor GMing, not a flaw of the alignment rules themselves. A GM who will “squash creative play under his heel” is hardly likely to (mis)use only the alignment rules to do so.

Of course, some players would chafe at @pemerton’s requirement that their character come with a reason to fight Goblins, resent his rejection of a “murder in the name of the Goddess of Fate and Death” concept, or be infuriated that they cannot play their Lycanthoropic Vampiric Half Demon character with a selection of class dips from multiple third party splatbooks, magazine articles and online blogs in a Classic Greco-Roman Fantasy game.

This reminds me of @N'raac's question upthread, about wanting to introduce an undead-animating servant of the Raven Queen.

In that earlier conversation, I had some difficulty explaining to N'raac the difference between backstory - which can be settled in various ways, eg via play or via agreement among the group about some canon text - and values.

If it turns out that a particular god of beauty isn't the god of scarification, then the player who wants to bring in the scarifying beauty-worshipper is going to have to find another way.

Not to @Hussar – we need to let the player bring in his take on it.

Another is to make a new god the focus. Which might then give rise to some interesting conflicts - who is the "real" god of beauty? From the point of view of each player, as I have said upthread I am not going to second-guess the accuracy of his/her portrayal and expression of his/her god's values. But that doesn't mean that a different character and that character's own god have to accept it.

So “who is the real god of beauty” is compelling, where “does the god of beauty favour or disfavour scarification” is not? Seems like we’re back to something different GM’s might perceive very differently (not an issue to you, I think, but a major concern @Hussar has expressed regarding alignments).

I would expect two conflicting servants of gods of beauty to play out the same way. I even think it could be done with two conflicting servants of the same god of beauty - at least in my experience it's surprisingly easy for the GM to mangage the backstory and the scene-framing such that, even if the players push for it, the god never gets backed into a corner which requires declaring one rather than the other to be the truer servant of the relevant value. (Because what's really going on here is that a player, instead of tackling the conflict in the context of the game, is trying to get an easy win by getting the GM's endorsement

So here, it would be wrong to grant a player request for a scene where they interact directly with their deity? Because if such a scene is framed, with the question asked, the deity either has to reject scarification as beauty, or accept the possibility it is beauty, so we cannot frame the scene without answering the question.

It seems like scenes that resolve burning questions are not to be framed, even if the players might wish the framing of such a scene.
 

As with a lot of things 4e, rules keywords (such as "passive" and "active") describe how mechanical elements interact with other mechanical elements. Beyond those mechanical interactions, the exceptions are there (hence "exception-based design") for GMs to adjudicate. "Passive" and "active" have a fictional fluff associated with them (eg passive - "shares your space, perched on your shoulder or tucked inside your clothing") and mechanics (eg passive "can't be targeted or damaged by any effect"). Both of these keywords are also "Rules Combat" elements. Their use outside are exceptions. The Targeting issues falls under the "Legitimate Threats and Line of Effect" rules (which both adjudicate whether attack powers can be aimed at something to deliver an effect, and knock-on effects that come with it as a result of the interaction). Effect in "Rules Combat" states:

The issue here is that, outside of combat, these kinds of keywords aren't defining mechanical interaction. You aren't working about how AoE's interact with each various party, rules for cover, whether a familiar can trigger a cleave upon death (eg "bag of rats"), and all other manner of things. It is a freeform system for noncombat resolution whereby the keywords move from strict mechanical guides for interaction of rules elements, to narrative fluff guides for interacting with the fiction. What I'm saying is that, in an apocalyptic Skill Challenge, a player wouldn't say "my familiar is in passive mode" so that he could save the familiar from an extraterrestrial space rock (such as the KT Boundary Event), or a nuke, or a supervolcano (or any other doomsday event). There aren't "legitimate targets", "effects", or "damage" (in the combat sense), as they are meant for "Rules Combat", in Skill Challenges. These are closed scenes that are siloed away for noncombat conflict resolution. Rules elements that aren't contrived exclusively for combat adjudication (such as Healing Surges, general damage, Dailies, etc) for ease-of-use when dealing with interactions between rules components in combat still apply.

Vecna neither "targeted" a "legitimate target" nor deployed an "effect" in the "Rules Combat" sense those terms are built around. Vecna's feedback was entirely an exception outside of "Rules Combat" as a complication in a Skill Challenge. And when using the fluff as a guide for "in-fiction" interactions (as you do in a Skill Challenge), neither "perched on your shoulder" nor "tucked in your pocket" has any physical relevance to impede direct feedback from the implanted artifact (Eye of Vecna) to the host (the familiar).

So, was the familiar in the area to be subjected to damage that affected everyone in the course of the skill challenge (assuming such damage occurred, as it was noted as possible, but never stated whether it happened)? If so, it should not have been able to activate itself to redirect soul energy. Or was it outside the area, in which case it should not have taken this damage, but should also not be in the area to manipulate the souls to Vecna? Or is it Schrodinger's familiar, in the area only to the extent its presence facilitates the GM's desires and otherwise away from the area, much like the PC who is always very close to the chest when it contains treasure he wishes to take, but far away when a trap is triggered?

I agree that this was an exception outside of "Rules Combat", but it has been justified as the familiar taking at least 1 hp damage, rather than being expressed as an exception outside the normal scope of the rules.

Would a typical skill challenge result be "You succeed, with the consequence that one of your encounter powers, which you did not use in the course of the skill challenge, is unavailable and will recover at some undefined future time that I have not yet decided on"? Would a GM's "light touch" on a PC's familiar typically include the familiar taking actions unrelated to any objective of the PC, or even actively opposing the wishes of the PC to which it belongs? Because both of those combined make up the scenario we're addressing, which I am told by [MENTION=42582]pemerton[/MENTION] was 100% consistent with the action resolution mechanics of 4e, while other posters are indicating it was not. Given the rules citations, including your explanations above, I lean to the "GM Fiat" interpretation, not the "100% by the rules action resolution" explanation.

As such, I don't see how "passive" (as outlined above mechanically and narratively - curled up on your masters shoulder or in their pocket, et al), would have any bearing on whether Vecna can channel feedback (psychic or other) through his eye (that you willingly implanted) because of your meddling with his agenda in the physical world. This just appears to me to be a sensible physical complication as a result of a failure in a Skill Challenge.

I thought I asked the question, and was answered that this was not a consequence of a failure, but a complication resulting from success.

And again, its almost completely a story-driven complication as the mechanical loss has all but no bearing on play. The Familiar returns on next Short Rest....which is almost universally immediately after the Skill Challenge. If there is some urge to qualify this as "GM fiat" (which I don't agree with as my reasoning above), then it is one of the most benign incarnations of GM fiat in this galaxy (or any other known galaxy).

[MENTION=42582]pemerton[/MENTION] has explicitly stated it will NOT return on the next Short Rest, and in fact that he had not decided how long it would be until the familiar is again available to the character.

Given the two items above, your very cogent rules explanation, which I appreciate in light of my own lack of familiarity with the 4e rules, seems to support the view that the gameplay in question departed considerably from the action resolution mechanics.

On this part, there are three issues as I see them:

1) If you're playing a world exploration game with objective DCs, the various DC components for establishing any Climb check are provided. Yes, here the GM has to establish which components apply based on the fictional elements of the obstacle being climbed. This is trivially easy. Is it trivially easy to me because I've been an outdoorsman and have climbed aplenty? I'm not sure that is the case. Maybe its made certain things easy (such as conceiving a proper, acceptable exploration challenge), but I'm not sure its moved the needle much.

2) In a closed scene (Skill Challenge), DCs are subjective based on the level of the characters and the standard DCs required to succeed are provided (eg 5 moderate and 1 hard in a Complexity 2). I'll have to (i) create a genre/level appropriate challenge (and complications) for the PCs and (ii) discern where to apply the Hard DC(s). This, again, is pretty trivial in practice. A thousand and one times easier than trying to record actions (and their context and my perception of each element of their cosmological orientation - 1st, 2nd, 3rd order), adjudicate cosmological fallout, and then calibrate the fallout with a (likely disputing) PC.

3) I need to understand the PCs build choice decisions (the inherent expertise of their archetype) to ensure that I only frame scene openers that respect this (such as opening the scene in the middle of adeptly climbing the face) and never contradict this (such as opening the scene with buffoonery or shenanigans whereby they are mecking a mess of the attempted climb and are in need of rescue or recovery). This is a player agency issue. They've spent PC build currency for the archetype. If I'm going to frame a scene opener around their archetype (thus fast forwarding their interaction and getting right into the conflict), it must respect that.

2 and 3 seem to work together (although 3 could also link to 1). 1 and 2 seem to run in opposition to one another. I would suggest, however, that if we are operating under #1, then the player and GM should have a good idea how challenging a climb would be to the character(s) in question. If Charlie has a +15 Climb roll, it's a pretty extraordinary climb that would give him pause. If we are operating under #2, and Charlie has a huge climbing bonus, I would suggest that the question becomes "is this an appropriate challenge?" If Charlie is a great climber, whose skill would place him at the pinnacle of expertise in the world, then a skill challenge asking him to make 5 Moderate and 1 Hard check in order to scale the wall to a small keep, or to climb a tree, seems wrong, and this is not an appropriate challenge to the character, so simply announce that he can now see he forest around the party from his vantage at the top of the tree, or that he has reached the to of the Keep wall and here is what he sees. [Practically, those are likely my answers in a world exploration if the DC is trivially easy - why doesn't he have to roll to leap through the window, traverse the narrow ledge, leap to a nearby tree and descent its massive trunk? Because he's effin' Tarzan, that's why!]

If my player envisions his character as Tarzan, and he has invested all of one skill rank in Climbing, Balance and Jumping, it is incumbent on me to have a quick discussion on the inconsistency of his build choices and his vision. It may also require a discussion of the realistic expectation at his level - Tarzan cannot be constructed as a first level character.

As such, if an analogue to pre-4e alignment existed, it would require me to discern the character's actions with respect to these spirits of nature that pervade the world...and if they would continue extending their power, retract their power, or grow angry and attack the druid until she attones/relents from her position of Civilization (as steward or mediator over the destructive inclination of nature) over Raw, Savage Nature. If I (GM) thought her (player) position and subsequent (character) actions were "rubbish" (as I outlined a possible, certainly not anomalous) take above, then it would be either retraction of power (primal spirits revoking her connection to the natural world) or fierce backlash until she relents and chooses Raw, Savage Nature over Civilization (as steward or mediator). I think that would have been terrible for play.

It seems to me that this simply means the character's ability to tap into the primal power of nature is not contingent on acting in accordance with those primal impulses. That is, Raw, Savage Nature cannot prevent this character from tapping into its power and using it against Nature itself, because the character knows how to tap that energy. I could certainly abide by that approach in a game, or by an approach that personifies that Raw, Savage Nature more clearly, and rules that one must be in tune with, not in opposition to, Raw, Savage Nature in order to use its power.

However, viewed as Divine power, it seems off that, say, a Deity of Honour and Justice is just a power source, and anyone who knows the right hand gestures and ancient phrases can access that power to be used in any way they see fit.

It seems to turn all power sources into a "sameness" that anyone knowing the techniques can tap into that power source, with no oversight on their use of the power. I believe I've seen a few criticisms of 4e that suggest every character feels the same, no matter the source of their powers. This would go a long way in explaining that viewpoint to me.
 

[MENTION=6681948]N'raac[/MENTION] thanks you've summed up most of my thoughts to the last couple of posts by [MENTION=42582]pemerton[/MENTION] and [MENTION=6696971]Manbearcat[/MENTION] ... I'd XP you if I could.


Oh yes. I would agree here. Afaic, the only "canon" a setting has is what's established in play. And as such, I would expect a player who had chosen a particular interpretation would consistently choose that interpretation. Not doing so would be out of character for the PC.

Wait so the PC's interpretation couldn't validly change over time through play? Now that seems like a straight jacket.
 

4e was not even mentioned one time in what I said. You used a quote that explains rather clearly what @pemerton has been saying, and in the same breath you argued that gods in 4e don't even have the capability to strip paladins of their class features.

Yes and they don't per default 4e...

This is the same "attitude" I encountered from some players in 3.x. If it's not clearly written in the rules then it can't happen. That is an exaggerated and absurd interpretation of the game world. It is great hyperbole and could denote the lack of a valid argument.

Uhm... no... I'm not inferring something from what isn't there, and there is no hyperbole. I'm talking about what is stated in the PHB... that deities cannot strip a paladin or cleric of their divine powers.

The passage from the PHB that you quoted is what I'll call "world thematics", what some people call flavor, or fluff. It serves to stimulate the imagination and give the DM and players a starting point from which to launch their character ideas and game world. It is in no way exclusive. It is one of an infinite number of ways that DMs can run the "world thematics" of their game. It is not the same as "game mechanics" which are a bit more concrete. Channel divinity is a mechanical class feature. It is a bit more concrete/defined than saying "paladins that stray are punished by the faithful". Because it is more defined/concrete it has certain limitations. One is concrete/limited mechanically, the other is mutable/open according to what the DM & players want from their game. If I say, "all paladins of Syllian wash the feet of the masses on Tuesdays". It is "world thematics". I might be making up my own rites for the faith. For game purposes this is completely mutable/open and the DM and player are encouraged to work this stuff out as they want. If I say, "Channel Divinity let's me fly up to 60 feet once per round", I'm a little bit more constrained. The Channel Divinity class feature clearly does not provide that mechanical benefit.

Everything is mutable... if you are arguing house rules/changes/etc. are possible in 4e... I'd say ok, no one is arguing, or has argued that they aren't. But if we are talking about the default deities as defined in 4e... we are talking about how they are defined in the books. You might have a case if the books were unclear or didn't specifically call out that they can in fact not take this power from their followers, but the book goes out of its way to make a point of this in the class descriptions.

Using that passage of "world thematics" to argue that a "god" in 4e cannot even "punish" a paladin that strays is hyperbole and what I'd call "ridiculous rules-lawyering".

I didn't say the deity couldn't punish a paladin that strays (please don't put words in my mouth and if you are unclear about exactly what I am saying all you have to do is ask.)... I said a 4e deity does not have the power to remove his powers... this is true... unless of course you are speaking of changing or house ruling default 4e.

In this thread what I have seen is a DM providing pretty clear examples of story and mechanics used within the course of a game. The mechanics sometimes have consequences, like damage. Then I'm seeing some vociferously attack him with the "rules". "The artifact rules don't say that, you can't do that". If that particular argument wasn't so petty, and ridiculous it might have been amusing.

You've totally missed the point of the discussion then... perhaps go re-read the thread for a more clear understanding of what is being discussed.
 
Last edited:

pemerton said:
If it turns out that a particular god of beauty isn't the god of scarification, then the player who wants to bring in the scarifying beauty-worshipper is going to have to find another way.

Not to @Hussar – we need to let the player bring in his take on it.

I think @pemerton 's quote was following posts #991 and #992. In #991, I asked @Hussar what happens if previous in-game play defined that particular god of beauty as emphatically disliking scarification. In #992 @Hussar seems to say that a character doesn't get to rewrite previous play (things that have been introduced into canon) - so it could very well be a no, the player does not get to bring in their take on it.

I'm guessing that if the background material for the campaign said the god of beauty didn't like it, but that dislike hadn't been brought up in actual play yet and wasn't something the game hinged on*, then they would both change that part of the campaign background to fit the player's conception. They wouldn't just use their personal value judgement (in this case, say they thought body modification was innately grotesque) and GM's prerogative to just over-rule the player's idea**.

I tend to go overboard developing pantheons and some in-game cultural norms, so I would probably be a harder sell. But if it was something I didn't think was essential and they really seemed to love the concept, then I would probably rewrite some of my notes to accommodate their idea. As a player, I've certainly asked DMs for minor campaign background tweaks when I thought it helped my character concept a lot. I think they've usually been fine with it -- and if not then I just rework my character idea.

* For hinged on, I'm thinking something like: the players were told the defining conflict is that one of the northern country's main gods is a god of beauty who hates body modification and the southern country's barbarians are into ritual scarring.

** In this case I think its clear that there are sizable groups of people in real life who don't find a clash between body modification and beauty. In that case the player isn't completely out in left field in wanting to incorporate this. The impression I got earlier was that at some point the player's request could be so ludicrous (the god of mercy thinks <insert horrible crime against children> is good) that the rest of the playing group would simply not want that player to come back any more because they aren't the kind of human being they want to associate with. I think some previous posts have noted that's a real-life social interaction sort of thing and not an RPG rule or GMing thing.


Wait so the PC's interpretation couldn't validly change over time through play? Now that seems like a straight jacket.

I think the idea was that some player had entered the deities view into the game as a matter of fact, not just entered the character's opinion of the deities views. For example, the difference between saying "I react badly to the Barbarian's scarred face because one of my deities fundamental commandments is to avoid body modification and that is part of my paladin's code" or "one time my barbarian just escaped execution once because the beauty lovers have body modification as a capital offense" versus "I react badly to the Barbarian's scarred face because my interpretation of the churches teaching is that body modification is to be avoided."

Is a player setting down something definitive about their character's religion any more of an external straight jacket than their having established the height, parentage, city of origin, or criminal record for their character in game?
 
Last edited:


Status
Not open for further replies.
Remove ads

Top