Again BRG you are stipulating that the player is always wrong. The only reason that the PC is changing his alignment is to conform to the DM's interpretations of alignment.
You're very hung up on this "right/wrong" absolute. If the player says "Grog hits the ogre and decapitates him", but the GM says "No, Grog misses" then the GM is right and the player is wrong. If the player says "Grog leaps across the chasm, landing cleanly on the other side" and the GM says "No, he falls to his death", then the GM is right and the player is wrong. If the player says "Grog is far too strong to be dominated by a Charm Person spell", and the GM says "He failed his save and is Charmed", then the GM is right and the player is wrong.
If the player says "Grog believes family is more important than saving the world" and the GM says "Grog does not believe that", then the player is right and the GM is wrong. Grog's beliefs are not up to the GM. How those beliefs are categorized by outside forces such as deities or some cosmological Force of Good and Law is not up to the player - again, we are back to setting - but the player, and only the player, can determine what Grog believes. And Grog believes family is more important than saving the world.
If Grog thinks that the Gods of Law think a couple of family members are more important than the world as a whole, then yes, Grog is wrong. If Grog believes he is more moral than the Gods of Law because they do not place a sufficient priority on family, then neither Grog nor the Gods of Law are "right" or "wrong".
There is no way for your gods to be wrong. Any differing opinion is simply shuffled into a different alignment pigeonhole.
You make it sound like a character's alignment will bounce around like a pinball, with every choice of action shunting him to a new alignment. Alignments are not tiny little compartments within which everyone has the precise same beliefs on every issue. They are broad categories within which rest an array of similar, but different, viewpoints. All LG characters value both Law and Good. Some will place a higher priority on Law in general, and others on Good in general. People are not perfect, so many will have specific issues where their views will not accord with Law, or with Good. Alignment is an overall determination, so that one inconsistent belief will not preclude the character remaining in a given alignment.
N'raac claims that the powers cannot force pcs to adhere to their definition of morality but that's false. Any time my actions are out of line with the DM's interpretation of alignment my alignment is shifted to conform with the DM's interpretation.
The Powers set the definitions of their own morality. They cannot force the PC's to agree that their value system, their priorities and their conclusions are the "most moral" ones.
But, N'raac misses the point here. It's not that LG is the only good. It's that any time there is a difference in opinion between the DM and the player over what LG means, the player is always wrong. And, if the player has his character behave as if he is right, the player knows that the character is delusional. After all, if the player was right, then the character would not have been penalised by the alignment mechanics.
If the player is seeking to redefine LG from the campaign expectations, yes, the player is wrong. If the player decides that there is no river in his character's path, and takes action accordingly, then the GM's statement there is a river is correct, and the delusional PC drowns. If, in any game situation, there must be a "right" and a "wrong" answer, then the GM is the ultimate arbiter of which answer is right and which is wrong. But the GM is not the arbiter of Grog's beliefs. "Grog not care what priest say, what King say, or even what Gods say. Grog's heart says family is more important, and Grog's heart cannot be wrong."
Again, N'raac here is just pigeonholing the action into a different slot. There is no way for my character to perform an act that is LG if the DM does not agree that it is LG. It is not possible, in your way of playing.
You do not get to redefine Law and Chaos, Good and Evil, to suit you, no. Your character's moral choice is yours alone. How others, from the urchin in the street to the Gods in their Heavens, define and react to that choice is theirs, and "they" are not PC's, so their choices do not belong to the players. If human sacrifice is an evil act (and the precepts of Good and Evil suggest it is), you do not get to define your "Paladin" who sacrifices those who disagree with him (even if they are only Evil enemies of the Faith) as LG. Respect for life is a hallmark of Good, so you do not get to define that your Religious Crusader, who forces the heathens to convert at swordpoint, then immediately kills them to guard against backsliding, as Good. The GM does not get to define that your character KNOWS this is wrong, only that it is not consistent with the ideals of Good. Like every other rules issue, someone must make a decision.
And, for the love of god, PLEASE stop trying to paint this as a good DM/Bad DM thing. Good grief. We've seen NUMEROUS examples in this thead alone between perfectly reasonable people over whether something is good or not. I mean, I brought up the Dark Knight example of saving Raz Al Gul and freely admit that you can argue it either way. No one is right, as far as I'm concerned.
I don't believe that one can "go either way". I'm unsure who, if anyone, has suggested it can.
Let's review:
3.5 SRD said:
Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit.
"Good" implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.
"Evil" implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.
People who are neutral with respect to good and evil have compunctions against killing the innocent but lack the commitment to make sacrifices to protect or help others. Neutral people are committed to others by personal relationships.
Being good or evil can be a conscious choice. For most people, though, being good or evil is an attitude that one recognizes but does not choose. Being neutral on the good-evil axis usually represents a lack of commitment one way or the other, but for some it represents a positive commitment to a balanced view. While acknowledging that good and evil are objective states, not just opinions, these folk maintain that a balance between the two is the proper place for people, or at least for them.
Animals and other creatures incapable of moral action are neutral rather than good or evil. Even deadly vipers and tigers that eat people are neutral because they lack the capacity for morally right or wrong behavior.
Leaving an enemy to die in no way demonstrates altruism (it is a refusal to display altruism), a respect for life (R’as is being left to die) or a concern for the dignity of sentient beings (it doesn’t touch on this at all). It is therefore not a Good act. Bats is also not hurting, oppressing or killing others. He is not undertaking an Evil act. R'as is by no means "innocent", so his death does not violate Good's motive to defend the innocent. Arguably, allowing (or even causing) R'as death defends the innocent. That, again, would not make such actions Good, but it also mitigates them against being Evil.
As the act is neither good nor evil, it is Neutral. He is not upholding the values of Good, but neither is he opposing them.
If I move this into a typical D&D world, what credibility does the GM have to say that failure to save the Bad Guy is an evil (act not a non-good act - one which is, in fact, evil) when we consider the usual fate of the Bad Guys? We cant accept that slaying dozens or hundreds of enemies to defend the innocent is OK, then balk at refusing to save the life of one of those enemies. That would most certainly be
bad GMing - it's completely inconsistent.
Bats' behaviour seems, to me, consistent with an LG alignment - he is seeking the greatest good for the greatest number, and has concluded that R'as is on the wrong side of that equation - his death will bring greater good to a greater number than letting him live to endanger others again. That, to me, is tempering the pure Good of respect of R'as life, like all other lives, with the Good of protecting others he could threaten, and Law balancing out in favour of many lives preserved from risk, rather than the single life lost. Now, one might argue Bats is also balancing Law (turn him over to face the justice of the courts/the king in a D&D world) with Chaos (individual vigilantism), but I think that's a much more challenging interpretation in the 21st century than in a medieval fantasy world.
What I find interesting is N'raac and Imaro both come out with strong interpretations that close off other interpretations and then tried to claim that the other side doesn't have a leg to stand on. Leaving the villain to die is NOT an evil act according to them.
My point is, it might be, it might not be. Both sides have pretty strong arguments. So, as a DM, I'm just not going to pick sides.
I haven't seen anyone argue that the act in question was an Evil one which should properly result in a Paladin losing his status as a consequence. I would argue with any GM proposing it was. The only possible argument I can see for this being "an evil act" is that the game in question takes place in a Saturday Morning Cartoon setting from a morality perspective, in which case I would expect the PC's would never consider lethal force as a non-Evil means of resolving a dispute.
For the act in question, I cannot envision any reasonable GM, in a typical D&D setting, concluding that refusal to save a person who has already demonstrated his dedication to killing millions of innocents is "an evil act".
Either interpretation works and you get to stay a paladin in my game. But, in N'Raac's game, there is no question at all. It's not an evil act. Therefore it's acceptable.
It's not a Good act either. It must be taken in context. If the Paladin's usual approach is "hey, what happens, happens. I'm not going out of my way to help anyone else out", then he seems far less Good and far more Neutral. But he doesn't seem much like a Paladin.
But, then again, in N'Raac's game, by his own words, I cannot play a Batman inspired paladin since he's decided that Batman isn't a paladin.
"Batman-inspired" or "Batman clone"? First off, Batman isn't a fantasy character. The bigger question to me, and the line Batman has straddled in the comics, and he's been written firmly on either side at various times, is whether he is motivated by altruism (his desire to protect the innocent) or vengeance (punishing by proxy the man who killed his parents). The former indicates a Good character, the latter a non-Good motivation. The Frank Miller Dark Knight doesn't strike me as "Good". The early quite about seven ways to take down an enemy (three will kill him, three will leave no lasting ill effects - I choose the seventh. He's young, he'll probably walk again) doesn't scream "respect for life" over "enjoys hurting others", and only the fact he is pursuing these acts in defense of the innocent keeps him in the Neutral side of the equation. But a lot of "Dark, edgy" writing seems to push for our "heroes" to behave less than heroically, so Good becomes a scarce commodity. The revamped Bat Franchise made a conscious decision to move to a darker, more gritty Batman.
So, exactly how is this not limiting? Why would I not feel restricted here? I'm not calling N'raac a bad DM. I've never sat at his table, I have no idea. But, I'm pretty sure i wouldn't enjoy his game, not because of any failings, but, because of play style differences.
I don't find "Do as thou wilt shall be the whole of the law" to make for a great gaming experience. Paladins have restrictions on their behaviour. I find those restrictions are pretty easily accommodated if my character is, in fact, a stalwart follower of the precepts of Law and Good. I would not envision a character who chafes under authority, or who doesn't really give a crap about anyone else, having become a Paladin in the first place. In the Batman example, it is telling that, for him, the decision to leave someone - even someone guilty of the crimes R'as committed - to die, rather than making every effort to save him did not come easily. A player seeking to emulate Batman would need to emulate that difficulty, not decide "Hey, Bats didn't save R'as, so I can just ignore anyone in danger and my character will be just like Batman".
As a DM, I'd prefer the players to take much greater ownership over the setting. When the player gets to say that Grog the Destroyer believes X, I feel that that leads to much greater player interest in the setting. If the player says Grog the Destroyer believes X, and I simply say, "No he doesn't, you're wrong", the player has no investment in the setting.
You are the only one who is arguing that the GM can override Grog's beliefs. But then, that depends on what those beliefs are. If he says "Grog believes that you serve Law and Good by slaughtering the Orcish Race, and Grog answers to no man - he is a leader, not a follower", then pointing out the inconsistency with that "LG" scribbled on the page seems perfectly reasonable. And no different from pointing a bit further down to advise that the race he has selected is not in this setting, so it will need to be changed. If he has selected a deity whose tenets include obedience to one's superiors, then noting that his beliefs seem inconsistent with his religion is fine too.
This does not require Grog change his beliefs, but it does address the manner in which those beliefs interact with the setting. A setting which should be consistent for all the players, not allow each to define, say, the LG alignment in any way they see fit.
Sometimes, changes to the setting can be made to accommodate the player, and sometimes the layer has to change his character a bit to accommodate the setting, or the group.
Grog the Destroyer can believe any X he wants; the consequence of Grog the Destroyer believing X is Y.
Exactly.