D&D 5E I thought WotC was removing biological morals?

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It's gonna be context dependent, of course.

But there are times when it's morally justifiable and times where it isn't. And a blanket "All X are evil" may make it easier on some people who don't like to think of context or morality as a part of a story... but it tends toward supporting racist ideologies.

Big part of why I support the Unaligned concept for outsiders like Redcaps or Elementals or Angels/Devils/Demons.

I think your view on them being unaligned is a good way to handle it.

Though, I'm not sure if that may be construed to mean that anything (or anyone) considered "other" doesn't really count.

Personally, I prefer how some other games I play handle that sort of thing. But I think, if I view D&D alignment as something akin to the morals in a 4-Color Superhero comic, it's usually good enough.

I have run more nuanced campaigns. My biggest hurdle is figuring out how abilities such as "detect evil" work in a world that has more shades of gray.
 

I have run more nuanced campaigns. My biggest hurdle is figuring out how abilities such as "detect evil" work in a world that has more shades of gray.
I’d say the caster is kind of like a Geiger Counter- minor, mundane evils- say, the theft of a copper piece from a rich man- would just register as little blips. A caster might consider such as “background noise”. The more evil, the more pings, and the more intense the pings. Taking the only copper out of a blind beggar’s cup would generate more pings.

The guy on his way to commit arson on an orphanage would stand out more.

And trying to use the spell in Asmodeus’ domain could cause brain damage.
 

And it'll almost certainly insult some people, probably get into a fight or three, and maybe end up burning the place down; 'cause that's just how Orcs are.

And in a typical Orcish might-makes-right society that'd be par-for-the-course acceptable (well, maybe except for the burning-down part; or maybe not). In most Human societies, not so much.
Or not, because orcs are possessed of free will and can have different cultures.
 

I think 2e is sort of a transition to a more combat focused game. In any case, the point is that classic dnd offered opportunities for role play in ways that are mitigated or dampened in other editions of the game, not that you can't do it in 5e. The 5e dmg is very vague on non combat xp; this is one area that could be cleaned up and expanded in a 6e dmg that, unlike the current one, is not fit for a trash can already on fire.
Well, yes and no. 4e went very much out of its way to provide non-combat xp awards. Spent a considerable amount of time on it in the DMG and whatnot.

The reason we don't have the 2e style one in 5e is because everyone is supposed to have the same XP. Additionally, in 2e, all classes advanced at different rates, so, the bonuses they got for doing their class stuff had greater or lesser effects. I remember that the clerics in the games I played in 2e gained the lions share of their xp from casting cure light wounds. 100xp every casting? Yes please.

The thing people tend to ignore in all this is that the game has become less and less combat focused over time. AD&D was pretty much all combat all the time. Why wouldn't you? Killing stuff netted treasure and that netted you xp. I've never understood this story that gets put out that AD&D wasn't about clear cutting the dungeon and stripping it down to the paint. Why would you ever leave a monster if you had the choice? 2e tried to become more about "story" but it was clumsily done and tended to lean very much on the heavy handedness of AD&D resulting in all sorts of problems. If your DM is "Always right!" then you can never complain about railroading and being sidelined. :erm: 3e spent some time trying to award xp for non-combat, but, it was mostly lip service and the adventures certainly didn't push in a non-violent direction. 4e was really the first honest attempt at trying to make a viable D&D game where you actually didn't have to kill anything. Heck, every single PC in 4e could, after something hit bloodied, end the fight with a single skill check. At least in 5e, you can declare that you're not killing something after you've done damage and put it down.
 

Well, yes and no. 4e went very much out of its way to provide non-combat xp awards. Spent a considerable amount of time on it in the DMG and whatnot.

The reason we don't have the 2e style one in 5e is because everyone is supposed to have the same XP. Additionally, in 2e, all classes advanced at different rates, so, the bonuses they got for doing their class stuff had greater or lesser effects. I remember that the clerics in the games I played in 2e gained the lions share of their xp from casting cure light wounds. 100xp every casting? Yes please.

The thing people tend to ignore in all this is that the game has become less and less combat focused over time. AD&D was pretty much all combat all the time. Why wouldn't you? Killing stuff netted treasure and that netted you xp. I've never understood this story that gets put out that AD&D wasn't about clear cutting the dungeon and stripping it down to the paint. Why would you ever leave a monster if you had the choice? 2e tried to become more about "story" but it was clumsily done and tended to lean very much on the heavy handedness of AD&D resulting in all sorts of problems. If your DM is "Always right!" then you can never complain about railroading and being sidelined. :erm: 3e spent some time trying to award xp for non-combat, but, it was mostly lip service and the adventures certainly didn't push in a non-violent direction. 4e was really the first honest attempt at trying to make a viable D&D game where you actually didn't have to kill anything. Heck, every single PC in 4e could, after something hit bloodied, end the fight with a single skill check. At least in 5e, you can declare that you're not killing something after you've done damage and put it down.
With regard to being bloodied, I do like the morale option in the Dungeon Master's Guide. Makes perfect sense that some combatants might run away when a fight turns against them.
 

Also why wasn't everybody pissed that the human gods got the "can live anywhere you like" lot? Who thought that was a good idea?
Well, first of all that whole myth is just that, a racial myth. Was never portrayed as truth and is outright opposed to other racial D&D myth.

But within the context of said myth, then if they gods collectively agreed to have such a joker lot in the pot, then they can't complain about someone drawing it.

Be a little salty that they were not the lucky ones but not question the existance of this price
 

With regard to being bloodied, I do like the morale option in the Dungeon Master's Guide. Makes perfect sense that some combatants might run away when a fight turns against them.
I've always lamented the removal of the morale rules in D&D. It's one of the first things I've added back in. My 3e games had it, and my 5e games as well. I do actually like the DC 10 Wis save - fail and you leave the fight. Easy, simple, and it generally works. Used it today in fact in a fight with death dogs. Made perfect sense.
 

In describing CREATURES. Did you know they are not real? I mean, I don't understand. I cannot stereotype an Illithid? A beholder? How about a dragon. Can we say "those damn red dragons, always liking it hot!" How about "can you believe those mind flayers, always wanting to read our minds. My word they are slimy! gross! and inherently EEE-VIL!". Or are mind flayers retconned as well into unique, individualistic entities. That eat brains.

Can we describe anything without the thought police getting up on everyone? Just because it is in multiple threads, it must be the correct opinion? LOL I hope not, as there are some scary threads in this world that are popular.
Calm down, please.
 

Wow what timing! Totally calm friend. Sorry if my use of CAPS or other things made it seem I was excited. I didn't think I was being disrespectful or broke any rules. I will use a calmer tone from here on out.
 

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