D&D 5E A different take on Alignment

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Maxperson

Morkus from Orkus
Pretty much agree with all of this. I don’t allow evil PCs for several reasons, but one is that I’m just not going to be comfortable at the table with someone who is real excited to like, yeet babies off bridges, or whatever.
Those people aren't playing evil. They're playing dumb. Evil is usually is not as overt as that.

Years ago I was playing a LE Wizard son of a merchant prince. I joined the group and being raised the way he was, he was greedy and selfish, but not stupidly so. One day we were in a bar and some barbarians picked a fight with two members of my group. One cast slay living on them and the other who was an Arcane Archer killed one of the others with some arrows. Little did we know, but the one that died to slay living was the chief's son. We eventually left town and went through the forest as a shortcut to where we were headed. We walked into a barbarian ambush, which my character saw at the last second. I was able to escape the trap by going invisible and then casting flight. The rest of the group took damage from the trap and ambush and the fight was on. Once I got some height, I rained down spell death on the barbarians.

Eventually I was out of spells completely and was down to like 11 hit points. Some of their arrows were getting lucky and hitting me. All I had left was a wand of magic missiles with 3 charges. Only two barbarians were up and they were badly hurt. The other 4 members of my group were unconscious. I might have been able to take those last two out with the wand, but it wasn't likely and they might have been able to take me out if I tried. So I did what I could. I tried to bluff them by pointing out all of the magic that I had deployed and said I would spare those last two if they left. They didn't go for it, but countered with taking the two who had killed their chief's son and letting me have the other two. Being LE I felt a little bad, but agreed to it and they killed the two offenders and I saved half the party.

A few years ago we were talking about old games and that session came up. One of the guys asked me why I didn't try and save everyone. I replied to him that I was LE and wasn't about to sacrifice myself when I could make a deal to save half. He said he didn't realize that I was LE, but that it explained everything, including my behavior prior to the ambush.

Evil doesn't have to be in your face hack down grandma and almost always should not be. It's more subtle and comes out in things like the above where you trade away lives to save your own skin. My character genuinely liked everyone in that group and tried like hell to save them, but he couldn't do it. Let the good person fight to the death. I'm going to salvage what I can and get the heck out of Dodge.
 

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doctorbadwolf

Heretic of The Seventh Circle
Those people aren't playing evil. They're playing dumb. Evil is usually is not as overt as that.

Years ago I was playing a LE Wizard son of a merchant prince. I joined the group and being raised the way he was, he was greedy and selfish, but not stupidly so. One day we were in a bar and some barbarians picked a fight with two members of my group. One cast slay living on them and the other who was an Arcane Archer killed one of the others with some arrows. Little did we know, but the one that died to slay living was the chief's son. We eventually left town and went through the forest as a shortcut to where we were headed. We walked into a barbarian ambush, which my character saw at the last second. I was able to escape the trap by going invisible and then casting flight. The rest of the group took damage from the trap and ambush and the fight was on. Once I got some height, I rained down spell death on the barbarians.

Eventually I was out of spells completely and was down to like 11 hit points. Some of their arrows were getting lucky and hitting me. All I had left was a wand of magic missiles with 3 charges. Only two barbarians were up and they were badly hurt. The other 4 members of my group were unconscious. I might have been able to take those last two out with the wand, but it wasn't likely and they might have been able to take me out if I tried. So I did what I could. I tried to bluff them by pointing out all of the magic that I had deployed and said I would spare those last two if they left. They didn't go for it, but countered with taking the two who had killed their chief's son and letting me have the other two. Being LE I felt a little bad, but agreed to it and they killed the two offenders and I saved half the party.

A few years ago we were talking about old games and that session came up. One of the guys asked me why I didn't try and save everyone. I replied to him that I was LE and wasn't about to sacrifice myself when I could make a deal to save half. He said he didn't realize that I was LE, but that it explained everything, including my behavior prior to the ambush.

Evil doesn't have to be in your face hack down grandma and almost always should not be. It's more subtle and comes out in things like the above where you trade away lives to save your own skin. My character genuinely liked everyone in that group and tried like hell to save them, but he couldn't do it. Let the good person fight to the death. I'm going to salvage what I can and get the heck out of Dodge.
It was a glib example.
 

Chaosmancer

Legend
I'm the final judge of what is evil in my campaign. Just like a bunch of other rulings in the game. There doesn't have to be one answer for every question that applies to all tables; welcome to D&D 5E.

I'm not saying you aren't the final judge. But, if you were like some of us with tables of rotating players instead of a much more stable group, you'd find it far more likely that your idea of Evil might not match up to everyone elses. And can lead to big discussions about what is the nature of evil.
 

Oofta

Legend
I'm not saying you aren't the final judge. But, if you were like some of us with tables of rotating players instead of a much more stable group, you'd find it far more likely that your idea of Evil might not match up to everyone elses. And can lead to big discussions about what is the nature of evil.
I think the ruling on when something is truly evil is more universal than you think. Besides, I don't care about what other tables or hypothetical situations you can come up with. I'm talking about how I rule at my table.
 

I think the ruling on when something is truly evil is more universal than you think. Besides, I don't care about what other tables or hypothetical situations you can come up with. I'm talking about how I rule at my table.
It more universal than most people think. But as I said, what is considered good has evolved through our history and can even change from one culture to the other.
 

Chaosmancer

Legend
Alignment isn't about being morally correct, though. It's about being a tool for roleplay. If the goal was to be morally correct, nobody would play a neutral or evil PC.

But, what kind of guide tells you that "good" isn't morally correct? It is like saying the Ocean is red and the sky is Puce. Sure, you can use those words to mean those different things, but that is going to be incredibly hard for people to adapt to when that isn't how the word is used.



Except that he does, because he uses the law to get that power. A NE person wouldn't bother with the law if it was in his way. Were Jafar NE, he would have just killed the Sultan and taken over.

Except that would make Jafar stupid, because "I assassinated the Sultan" isn't the way to become the Sultan. It is the way for the Crown Princess who is now in charge to have the guards arrest and execute you.

And, think about the things Jafar does do.

1) Disguises himself as an old man to trick Aladdin into getting the lamp. He does not go down as a court official using lawful power
2) Mind Controlling the sultan.

3) And when he does get the power he desires... he's a hedonist with no real rule of law except "I am the most powerful listen to me".

NE at best.
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I'll define my own premise thank you!

Your welcome. If your point wasn't that you give a Charisma bonus to Lawful characters because they are better at working in groups, unlike chaotic individuals, which was the point everyone was responding to, then you were incredibly unclear in your original post.

I don't know why you're using the royal we, but you (all) haven't shown that those pairs of characters have the same Charisma score, nor is there any agreement about what their alignments would be were they characters in my game. Mostly, as I've said, I have no idea who those characters are.

I am aware that you seem to have an ignorance (not a bad thing) of anything except Tolkien. I was actually incredibly shocked you had no idea about Disney's Aladdin, but I guess that is me just projecting since I can't think of a single person I know who wouldn't know that movie.

You should watch it. Early Disney is good.

Now, if you want to hide behind the fact that we can't definitively prove that characters in Non-DnD media share the same score in a DnD format, then... congrats you can hide behind that excuse. But. realistically, the larger counter to your point isn't that Chaotic individuals who have the same charisma score as lawful individuals... yadda yadda yadda. No, the point, as we (royally) stated was that there are many examples of characters that fit a chaotic archetype that exemplify charismatic archetypes as well. You may not know any of these characters, but can you at least concede that we wouldn't present them if they didn't support our point? And that we don't need exact charisma scores to show a trend that chaotic seems to correlate with charisma?

That's because you seem to have very little grasp of what my premise actually is, but are rushing to judgment anyway.

I always love when people talk down to me instead of trying to fix a misunderstanding. Really makes you feel like they respect your opinion.

Says you.

Looks at Quote

Yep, that was me. Do you have a counter-point beyond telling me that I said a thing? I'd be interested in actually having a discussion if you see Sorcerers and Bards as highly Lawful individuals. Considering the sure number of chaotic archetypes associated with them.

Actually, I saw it on opening night, but that was a long time ago, and I was asking you what your rationale was for assigning various alignments to the characters. I think I disagree with your emphasis on being literally law-abiding as a component of lawful alignment. The definition I use puts more emphasis on identifying with and working within a group. The act of stealing isn't necessarily chaotic, and I'd say that doing it for the benefit of his fellow street urchins makes Aladdin more lawful (and good). I also disagree with your assessment of Jafar. He seems to want his power legitimated through the structures of government and by marrying Princess Jasmine. He didn't just find himself in the position of Grand Vizier. Presumably, he worked to get there. The fact that he uses deception and subterfuge doesn't make him chaotic, just evil. At the height of his power, upon obtaining the lamp, his first wish is to make himself Sultan, and he then proposes marriage to the princess in a further attempt to legitimate his rule, even though he has no need to do so that is presented within the narrative. Only at the end is he seen grasping at power beyond what he can gain through the social structures of government, when Aladdin successfully appeals to his Evil lust for power and tricks him into wishing himself a genie. I'd say this constitutes a dramatic shift from LE, which Jafar has exhibited up until this moment, to NE, but it's also his undoing.

Ah, my apologies for assuming that you hadn't watched it. You kept saying you didn't know any of the other characters, so I imagined your response was in line with those. Anyways, on to points.

Aladdin didn't steal for the other street urchins. He did it for himself. But, he couldn't bear to eat a full loaf in front of two starving children. He definitely isn't working with anyone for anything, and has a very independent mindset.

I'd disagree with Jafar wanting Sultanate because it is Lawful. I'd say it is far more likely that it was because he couldn't imagine a position more powerful and so that is what his lust for power drove him towards. Also, as I said earlier, a lot of Jafar's manuevering isn't because he is lawful, but because he knows a coup is just doomed to failure. The people will revolt and the army will kick him out, and it is just more stable to be legitimate. I'm honestly convincing myself more and more of the NE vibe, but I also don't care that much, beyond I don't think we can point to anything about Jafar that is actually lawful, beyond him getting appointed to a government position.


Also, again, sidenote, if being Lawful doesn't mean following Laws... it is a very poorly named trait.
 

pemerton

Legend
Folks might want to explore the evil aspect of a character. The assassin that only kills bad guys, the fallen paladin, the con man trickster, the unrelenting government operative, etc. Roleplaying is all about exploring outside yourself and telling stories. Evil alignments are an interesting way to examine characters.
What does using the evil alignment label add to any of these characters?
Because they are an aid for those who want to use it to guide their roleplaying.
@Payne already described the characters:

  • An assassin who only kills bad guys;
  • A fallen paladin;
  • A con man trickster;
  • An unrelenting government operative.

How is the use of the evil alignment label an aid to guide anyone's roleplaying of those characters? What is it adding to the descriptions already given?

EDIT:
Its a framework for the values, motivations, and actions of a characters moral compass. Very useful for NPCs as a GM especially. In some editions, it has a mechanical impact as well to certain spells and damage types.
I thought your examples were of PCs (folks might want to explore the evil aspect of a character). But if a GM comes up with the idea of (say) an evil assassin that only kills bad guys, what extra RPG guidance does this GM get from labelling the character evil?
 
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Oofta

Legend
@Payne already described the characters:

  • An assassin who only kills bad guys;
  • A fallen paladin;
  • A con man trickster;
  • An unrelenting government operative.

How is the use of the evil alignment label an aid to guide anyone's roleplaying of those characters? What is it adding to the descriptions already given?
The bullet points say what a person does or what they are, alignment tells you something about why they do it and how they view the world at large.
 

Chaosmancer

Legend
I missed this earlier, but you're off base with that statement. Sorcerers have inherent/instinctive magic. That's it. Nothing in their write-up implies a chaotic personality. They are as likely to be lawful as chaotic as neutral. Warlocks make and keep pacts/contracts with entities, as well as follow those patron's instructions. That's a very lawful behavior. There are probably more lawful Warlocks than chaotic ones. Paladins are the one you noted. Bards with their jack-of-all trades, wandering lifestyle are probably more chaotic than lawful.

So we have 2 that would more likely be lawful(Warlock and Paladin), 1 that would more likely be chaotic(bard), and one that has no preference built into the class(sorcerer).

Chaos Sorcerer is one of the first archetypes ever mentioned for them. The write up emphasizes that their power is "wildly unpredictable" and that they usually have "obscure and quixotic motivations". They are chaotic man.

And, while warlocks can make pacts, GOO warlocks might be bound to an entity that has no idea they are there, and have basically stolen power. The Feylocks might have a contract, but it could very easily be an irrational one that doesn't really lend itself to law.

So... I think it is closers to 1 that is more likely to be lawful (paladin), 1 that has a balance (warlock) and 2 that are chaotic (bard and Sorcerer)


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That's your opinion.

In the game world Evil people see it totally differently. They're correct, and the Good guys are wrong.

No, I'm going to go out on a limb here and say that I am not wrong. If I told someone that doing Good didn't mean doing the right thing, then they'd tell me that the action isn't Good. I don't care that evil people think they are doing good, that is beside the point. The point is that if you are explicitly telling me that Good =/= right, then we have a major breakdown that cannot be bridged. Because that means that occasionally Evil is Good, and that cannot work.

That is the point of alignment.

And as DM I get to determine objective reality of the game world. If I tell the Players that a rock falls from the sky, a rock falls from the sky.

The PCs on the other hand are stuck in Cartesian doubt.

Have fun playing God then, but to a lot of the rest of us, we don't particularly feel the need to declare our opinions objectively right.

Heck, I have declared something objectively true in the game before, as the DM, only to be told by the players I was wrong. And, hey, it turned out I was.

Depends. Was the act reasonably necessary to protect innocent people from being killed, and was the act proportionate in the circumstances.

That's the only relevant question.

Depends on the bad guys.

Depends on the prisoners.

Not intentionally, but doing the Good thing is often hard.

If you're a DM that has enemies surrender, just to attempt to murder the PCs in any sort of regularity, you don't deserve to be DMing.

They might try and escape captivity of course. But why on earth would they surrender (to a more powerful force) allow themselves to be disarmed (putting them at an even greater disadvantage) and then attack the same powefull creatures that spared them all over again.

Presumably they've formed the view that the PCs outmatch them when they surrendered. Desiring to survive, most creatures flee when given the opportunity to do so.

A few even remember being saved, and might even pop up later on to return the favor and help the PCs.

You know; like normal living creatures.

You seemed to have missed the point I was trying to make.

See, it is very easy as a DM to sit back and wonder, wide-eyed about why the players are acting so evil. But, then when you examine what situations you have put them in, it becomes more clear.

For example, you said that the most relevant question on the Cloud Kill ambush is whether it was necessary to prevent people from being harmed and was it a proportionate response. But, that supposes that the players weren't sent after them with the express goal of stopping them. Because in, I'd say 85% of games, if the players are sent to stop a cult, it isn't to politely arrest them and ask them to come along quietly.

So, if you have a tendency of having the enemy turn and open fire when the players announce themselves, or run and flee, then the players aren't going to announce themselves, because all it does it makes their lives more dangerous and more difficult. Is that right? Not IRL, but this is a game, meant to be fun, and part of the fun is counter play.

And the harder and more frustrating you make taking the Good path, the more the players are going to not want to take the good path, because there isn't a point. I've had DMs who have constantly had prisoners cause immense frustration for the players, to the point where the idea of taking a prisoner was shot down by the group, because it was too much of a headache. In IRL, an evil thought, in a game meant to be fun? The equivalent of saying that you'd prefer not to stab yourself repeatedly while listening to music. It kind of makes the whole experience less fun.

I covered that in session zero remember.

Evil = harming a creature unless reasonably needed to protect innocent life from harm or in self defense from an imminent threat, when no other option is reasonably open to you.

Dude goes for a weapon; you shoot him dead.

You did see the dividing line showing that I was responding to Oofta and not you, right? And your definition of Evil could easily cause problems.

It's a form of (non lethal) harm. On the lower end. If a creature poses you harm, and you dominate person them to stop them from killing someone, that is in no way an evil act.

If you dominate person a harmless creature, and order it to murder its friends (who also pose no-one any harm) that's an evil act.

Again, see the definition of evil above.

Sure, non-lethal harm to basically rip away someone's free will and puppet them. Most players use Dominate Person in combat, to turn an enemy against their allies. Not harmless creatures, but you are ordering them to harm their friends.

Make a guess if someone had that capability in our world if the ability to force an friendly soldier to turn and kill his friends before you stepped up and killed him wouldn't be seen as some sort of evil act.

And yet, you very carefully cut that exact scenario out as "not evil" because, presumably, the soldiers in question are posing a threat which requires violence, so turning them into a meat puppet is reasonable force.

But, I'm going to go out on a limb here, and wonder that you are probably an old school DM who likely sees Necromancy as Evil. Despite being the same thing, only with a dead person instead of one who has to watch himself kill his allies.

Lucky we have a DM isnt it?

If you want to maintain a good alignment, you refrain from harming others unless that harm is in self defence, or the defence of others, is proportionate to the threat, and no other option reasonably presents itself.

If you go around murdering people, raping them or torturing them, you're evil.

Do you have a lot of players asking to rape people in your games? It seems to come up a lot, but that is the one thing I have never actually seen at the table.

going around Murdering people is really a lot of the game. And we have to be very precise in how we define Murder, to make it... not murder. And torture, as I pointed out, seems mostly to come about when the DM gives you a prisoner who refuses to cooperate, and the players come down to either wasting their time or doing what it takes to get information. And, again, they are on a time limit, so they go for the first expedient option. You want less torture have fewer prisoners who refuse to answer questions.



Not according to your code of honor. According to theirs.

Devils have a very convoluted and rigid code of conduct they adhere to (religiously). Castes, tithes, contracts etc etc.

How about the definition of the word honor?

"adherence to what is right or to a conventional standard of conduct." other synonyms include Integrity, ethics, and honesty.

Do Devils have a standard of Conduct? Yes. Is it conventional, does it involve Ethics or honesty? No. Not even a little bit. Hence the Evil part.

No, again you're applying a human-centric anthropomorphic definition of the word 'family'.

A thri-kreen or Mind Flayers conception of family is very different indeed from a humans.

Yes, they would have a different conception of social groups, which is why I wouldn't use the word "family" to describe it. Because I can't change what the word Family means, and it doesn't fit what is going on with them

It does for Devils.

No, not even for Devils.


And evil people by definition, disagree with that definition.

They're correct, and the do gooders are weaklings leading the world into corruption and decadence, and only (the Sith empire, Thanos, House Bolton, the Black Network, the Brotherhood of Mutants, Drow race, Nazi Germany etc etc) can save the world from such perversion and weakness.

They see their moral code as correct, and the good guys being incorrect.

Which is why we call those people Evil and not Good. Kind of makes sense, because if they were right and we called them Good, then they wouldn't be evil.
 

Maxperson

Morkus from Orkus
Chaos Sorcerer is one of the first archetypes ever mentioned for them. The write up emphasizes that their power is "wildly unpredictable" and that they usually have "obscure and quixotic motivations". They are chaotic man.
So that's like the power not the person. That PC didn't choose to be a Chaos Sorcerer. He was born one. You are just as likely to have a LG Chaos Sorcerer as a chaotic one.
And, while warlocks can make pacts, GOO warlocks might be bound to an entity that has no idea they are there, and have basically stolen power. The Feylocks might have a contract, but it could very easily be an irrational one that doesn't really lend itself to law.
Stealing power is not good, but it's also not inherently chaotic. As for Feylocks. Congrats! You've just shown that Warlocks can choose to be chaotic like anyone else, not that they are predisposed to that alignment.
So... I think it is closers to 1 that is more likely to be lawful (paladin), 1 that has a balance (warlock) and 2 that are chaotic (bard and Sorcerer)
Well, you've moved back on one of them at least. But again, see that Sorcerers are born with their power. They don't choose it, so that one chaotic bloodline has no bearing on alignment and the others don't even have that small connection to chaos.
 

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