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Do alignments improve the gaming experience?

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Imaro

Legend
Imaro - reading the bits you quoted, do you not see the words "may" and "might" pretty liberally spread all over there? "Most clerics" and that sort of thing?

Or do you believe that two paladins can never be in conflict?

There is actually no requirement for a divine character to belong to any sort of organisation.

I mean, reading the 3.5 PHB Barbarian (page 24)

It's not about whether in my personal capaign they can or can't be in conflict... according to the book they put it aside and work together... and this isn't stated as a maybe or might thing, it's stated as a fact for the class. Any DM is free to run his game however he wants though.

Of course they have to quantify it with conditionals since doing otherwise would deny players the right to worship a cosmological power which doesn't have a structure hierarchy per se but does have allies in the form of creatures and beings allied with that particular force... Like say the paladin brotherhood with Lawful Good... But the fact of the matter is that more word count is spent on the assumption that paladins and clerics belong to organizations and reap benefits from them in the book than on the assumption that paladins and clerics are lone wolves who have no backing, no allies and reap no benefits from their affiliations in the world plain and simple.



So why can't my barbarian leverage his tribe? He is supposed to come from one and shares a bond with any barbarian from the same land. The bard class specifically calls out a mentor and the possibility of a "bard's college". Why can't I leverage this?

First where is this "bond" defined? What type of bond is it?

Second, Where does it have you pick one of these things (tribe, mentor, college etc.) when creating the character? You HAVE to belong to an organized religion or a cosmological group in order to be a cleric and a paladin by default is part of a brotherhood. This is a part of being that particular class. You could, with DM permission belong to a specific tribe in the gameworld and be able to leverage it, but it's not assumed as part of character creation.

In fact, just about every class mentions the possibility of being part of a larger organisation. Some more strongly than others. I had actually forgotten how strongly they tied clerics to a church in 3.5 But, other classes are certainly able to leverage their organisations.

Not talking about possibilities here. Being part of a group is inherent to the paladin and inherent to the cleric (as far as being integrated with their actual class abilities), it's not to any other classes.

I also note that when reading the paladin quotes, you ignored the bit in the Religion section which specifically contradicts the DMG quote saying, "A paladin need not devote herself to a single deity". Funny how you quoted the bit below that but skipped that line. :/

How does this in any way apply to the paladin brothehood?? Or is there some other point to this. No he doesn't have to worship one deity, he could worship a pantheon, or follow a cosmological power but in D&D that is joining an organization or allying with a cosmological side.


EDIT: I also see a big difference between... I have a single mentor in the the entire campaign world that I might be able to leverage for help and ... Every paladin in the campaign considers me a brother and will aid and help me as I would him.
 
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Herschel

Adventurer
Actually yes... Paladins are considered members of some gigantic Paladin brotherhood that transcends culture, race and even deity

Which is, quite frankly, stupid to shoehorn in to the game. Your "example" means all Paladins must be the same alignment, belong to hierarchal organizations and lack rivalries. Yeah, that's too simplistic and restrictive for many.

The game has grown beyond that.

1. What about the Paladin that rejects the hypocrisy of the church to act as the "Hand of his God"?

2. All gods even of similar outlook will still have rivalries, rivalries which spread to their followers. Heck, different sects of the same gods often come to odds with others. Paladins are somehow immune when they're the supposed Champions of their God?

3. Paladins also are not required to be only LG. Somehow I doubt Paladins of Bane and Corellon are going to be all chummy.

I could go on and on. You may like the game straightjacketed, but many, many do not.
 

Imaro

Legend
Which is, quite frankly, stupid to shoehorn in to the game. Your "example" means all Paladins must be the same alignment, belong to hierarchal organizations and lack rivalries. Yeah, that's too simplistic and restrictive for many.

Eh, when we start labeling the choices people like in a fantasy game about pretending to be elves and fighting gigantic lizards that can breathe fire... "stupid" I think we've jumped the shark at least a little. Second your assessment is wrong... it means paladins must all be LG (which has been the standard until 4e changed it). They do not have to belong to a hierarchal organization, and paladins don't have to lack rivalries... do actual brothers lack rivalries, yet still support and help each other when necessary?

The game has grown beyond that.

Correction, the game was never what you posted above... so it can't grow beyond it.

1. What about the Paladin that rejects the hypocrisy of the church to act as the "Hand of his God"?

He doesn't belong to a church, but he is still a brother to other paladins...

2. All gods even of similar outlook will still have rivalries, rivalries which spread to their followers. Heck, different sects of the same gods often come to odds with others. Paladins are somehow immune when they're the supposed Champions of their God?

Again, unless they are robots so will paladins in any edition...

3. Paladins also are not required to be only LG. Somehow I doubt Paladins of Bane and Corellon are going to be all chummy.

But you don't find a problem with these same paladins having access to nearly all the same powers... irregardless of their affiliation, alignment, etc.??

Yes in 4e and only in 4e are they not required to be LG... Of course older editions had variants with customized abilities like the anti-paladin, blackguard, champion, etc... but they were not actual paladins.

I could go on and on. You may like the game straightjacketed, but many, many do not.

Ha!! I find the common powers, we all do radiant damage, across all paladins irregardless of god, alignment, etc. more of a "straight jacket" than the customized and specialized variant paladins of 3.5 but then different strokes for different folks... but please continue to enlighten me on how the game has grown in regards to this issue...
 

pemerton

Legend
I thought it was pretty clear that I was using the paladin and the player of the paladin interchangeably, since in the context of a player advocating for his particular character I don't see much practical difference
I guess I do. A player can advocate for his/her PC and decide that s/he is fallen and in need of redemption - I know this because I've seen it in play. That is not about the character authoring his/her own standards, even if the player is authoring them.

You seem to assume everyone wants or likes playing ion your style where there is no gamism
On the contrary - you seem to be assuming that how others play their games is relevant to whether or not alignment is an impediment to my play experience. But I don't really see why it would be. That others enjoy playing with alignment, or find that their games go bananas with exploitative, baby-throat-tearing paladins when they don't use it, doesn't change the reasons I don't like alignment when I play and when I GM.

I don't disagree with this, of course my D&D game could have spaceships with advanced technology and dimensional warp drives (to use an extreme example) but I am talking about the assumptions of the base game
I don't really see starships and wizard guilds as being on a par in terms of deviation from the default assumptions of D&D. For instance, I think it's inherent in traditional D&D that the wizard has a mentor who helped the low level wizard write up a first spellbook.

But whether or not that is true seems tangential. Why are the assumptions of 3E - a version of D&D which I have barely played - relevant to whether or not alignment is an impediment to my play experience? And why are they relevant to whether or not paladins and clerics in my game enjoy an "organisational advantage" which brings with it the price of having to be played partly in accordance with the GM's dictates as to what counts as proper play?

Please go read what the purpose of alignment is.
I have. In 2nd ed AD&D its purpose is to create a "roleplaying challenge" - part of the challenge of playing your character is playing him/her within the bounds of his/her alignment.

In 1st ed AD&D there are hints of this too, though the earlier Gygaxian rationale is also present: that being Lawful and/or Good confers mechanical benefits (like better hireling loyalty) but also restrictions (like no poison, less sneaking and skulking, etc).

A variant on the 2nd ed AD&D approach also mentioned in this thread is to explore the GM's conception of the moral framework of his/her gameworld.

The 3.5 SRD tells me that "Alignment is a tool for developing your character’s identity. It is not a straitjacket for restricting your character." That implies something like the 2nd ed purpose: alignment sets parameters for your PC's behaviour, and you're then expected to play within them. An alternative reading of alignment in 3E would be that it's a tool the GM uses to work out how PCs are affected by aligned spells, though I don't think the game actually spells that out.

Again we're back to either alignment is pointless with total freedom or a straight jacket

<snip>

Of course another option is... that this scenario does not represent a scenario in which alignment plays a big part
I don't get the significance of the whole "it's not a straitjacket" thing. Either alignment provides guidance on any given occasion, or it does not. If it does, then the fact that there are other times when it doesn't strikes me as pretty irrelevant. If it doesn't, then apparently we have players making decisions without reference to it. Playing without alignment is just like that only all the time!

But anyway, while you and [MENTION=6681948]N'raac[/MENTION] obviously think this is a big deal, it's irrelevant to me. Whether alignment is a straitjacket or a gossamer jacket, using mechanical alignment requires me to do something I don't want to do, namely, evaluatively judge the actions my players declare for their PCs as part of adjudicating their resolution.

I also don't get the idea that [MENTION=78357]Herschel[/MENTION]'s scenario does not represent a scenario in which alignment would play a big part. I mean, it looked to me like a fairly rich and complex political/moral setup. What would be an example of a scenario in which alignment plays a big part?

I've seen some similar (though not as extreme) examples of this general behavior when playing in pick-up games or with people I don't know... I'm curious, how long have you gamed with your particular group, and how often do you game with others outside of it?
Into the 25th year for the group, though not that long for any individual member (the longest there is about 16 years).

I used to play with a fairly wide range of people back when I was a student ie 15 to 20 years ago. Now I play every two to three weeks with my group. (Plus in [MENTION=6696971]Manbearcat[/MENTION]'s play-by-post towards the end of last year.) I never found the throat-tearing paladin to be a big deal back in the 90s, but maybe things have changed. In the last 2nd ed AD&D campaign I played (late 90s), I was able to play a pretty devout cleric, who experienced plenty of morally dificult choices, without the GM enforcing mechanical alignment. (I think I had LN written on my sheet.) In Manbearcat's game I was able to play a paladin, and [MENTION=16586]Campbell[/MENTION] an avenger, with religious and related evaluative questions being at the forefront of play, without alignment mechanics needing to be deployed. And this despite the fact that none of us had ever played together or (as far as I know) even met.
 

Herschel

Adventurer
Eh, when we start labeling the choices people like in a fantasy game about pretending to be elves and fighting gigantic lizards that can breathe fire... "stupid" I think we've jumped the shark at least a little. Second your assessment is wrong... it means paladins must all be LG (which has been the standard until 4e changed it). They do not have to belong to a hierarchal organization, and paladins don't have to lack rivalries... do actual brothers lack rivalries, yet still support and help each other when necessary?

Put away your passive-aggressive BS. I in no way said people wanting to play that way were stupid and you know it. It's really poor judgement to require everyone to play that way when many don't.

He doesn't belong to a church, but he is still a brother to other paladins...
So the other orders are going to give him a "free pass" just because he's a Paladin?

But you don't find a problem with these same paladins having access to nearly all the same powers... irregardless of their affiliation, alignment, etc.??
Why wouldn't deities give similar or related abilities to their followers in the game? It's also a matter of game balance and system mastery. If a Paldin of A is much more powerful than a Paladin of B, why play B?

Yes in 4e and only in 4e are they not required to be LG... Of course older editions had variants with customized abilities like the anti-paladin, blackguard, champion, etc... but they were not actual paladins.
Yeah, they were. I still have the Dragon Magazine where they're listed as Paladins in no uncertain terms. They also have additional titles, as did characters of every level within the same class but claiming they somehow "weren't paladins" is disengenuous, at best.
Ha!! I find the common powers, we all do radiant damage, across all paladins irregardless of god, alignment, etc. more of a "straight jacket" than the customized and specialized variant paladins of 3.5 but then different strokes for different folks... but please continue to enlighten me on how the game has grown in regards to this issue...

Radiant was the keyword ascribed to general Holy/Divine power in 4E, but it was not the only one. There's Necrotic, Poison and other elemental also available to choose. But of course that doesn't fit your agenda to actually be accurate.
 

Imaro

Legend
Put away your passive-aggressive BS. I in no way said people wanting to play that way were stupid and you know it. It's really poor judgement to require everyone to play that way when many don't.

You said that particular style or way of playing being "shoehorned" (your words not mine because I don't feel it was shoehorned in) in the book was stupid... I never said anything about the people who enjoyed the game being stupid, only that you were calling their preferences (that concept of the paladin being in the game) "stupid"... which you were. Not passive BS just calling out what you said.


So the other orders are going to give him a "free pass" just because he's a Paladin?

No, the other paladins are. In the same way that I have close friends who follow totally different religions than I do and yet we can accomplish things together, have a good time together, work together and enjoy each others company. It's amazing, I know...


Why wouldn't deities give similar or related abilities to their followers in the game?

Uhm because they don't all possess influence and power over the same areas of creation...

or another reason is that the ritual that imbues paladins wouldn't be the same for every single religion in the world... I mean I guess it could be but that seems as artificial as you're claiming all paladins being part of a brotherhood is

It's also a matter of game balance and system mastery. If a Paldin of A is much more powerful than a Paladin of B, why play B?

*SHRUG* Yeah it probably did have something to do with balance...

Yeah, they were. I still have the Dragon Magazine where they're listed as Paladins in no uncertain terms. They also have additional titles, as did characters of every level within the same class but claiming they somehow "weren't paladins" is disengenuous, at best.

No they are in no uncertain terms listed as a variant of the paladin, so no they are not an actual paladin...

Radiant was the keyword ascribed to general Holy/Divine power in 4E, but it was not the only one. There's Necrotic, Poison and other elemental also available to choose. But of course that doesn't fit your agenda to actually be accurate.

Yes and were the keywords of these different powers used to differentiate different paladins in different orders, or following different gods, or of different alignments? For the lion share of powers (because there are so many I couldn't possible be 100% sure), no they weren't. So
I'm not sure what this statement really brings to the debate??
 
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Imaro

Legend
@pemerton ...

You know the more I read your replies the more I realize neither one of us is going to convince the other as far as whether alignment adds to or detracts from our gameplay. I totally believe you when you claim it is an impediment to your play, and hope that you can in turn believe me and others like @N'raac when we say it is not an impediment to our own moral play in D&D and in fact actually enhances it in certain situations. So with that said I think it would be kind of pointless to continue down our current path of discussion as we are both pretty much sure of our own games and how they play out.

Now, that said, I am curious about one thing and your views on it. Earlier I said D&D is one of the few/only (if you don't count clones separately) FRPG's to use alignment in a mechanical sense, as a role playing tool, as cosmological forces and as a moral guideline for it's campaign worlds, gods and planes. With the multitude of FRPG's out there that have no alignment in them or even alternate ways of dealing with personality and/or belief such as your often cited BW or Heroquest... why is it important that D&D become like the multitude of other games out there and remove the effect of alignment? Especially when the point that it is trivially easy for someone to remove it themselves has come up multiple times in this thread? Or am I misunderstanding and you are only advocating for how you want to run your own games as opposed to what the default should be?
 

Into the 25th year for the group, though not that long for any individual member (the longest there is about 16 years).

I used to play with a fairly wide range of people back when I was a student ie 15 to 20 years ago. Now I play every two to three weeks with my group. (Plus in @Manbearcat 's play-by-post towards the end of last year.) I never found the throat-tearing paladin to be a big deal back in the 90s, but maybe things have changed. In the last 2nd ed AD&D campaign I played (late 90s), I was able to play a pretty devout cleric, who experienced plenty of morally dificult choices, without the GM enforcing mechanical alignment. (I think I had LN written on my sheet.) In Manbearcat's game I was able to play a paladin, and @Campbell an avenger, with religious and related evaluative questions being at the forefront of play, without alignment mechanics needing to be deployed. And this despite the fact that none of us had ever played together or (as far as I know) even met.

If we come away with anything of consequence from this thread, it is my hope that "Throat-Tearing Paladin" becomes a cultural meme!

Thurgon The Throat-Tearer has a nice ring to it!

(yes, bad guys have watches in D&D...and apparently most "tearers" are Pelor's crusaders...and they look curiously like Rambo...)

THROAT TEARING PALADIN!.png
 

TwoSix

"Diegetics", by L. Ron Gygax
If we come away with anything of consequence from this thread, it is my hope that "Throat-Tearing Paladin" becomes a cultural meme!

Thurgon The Throat-Tearer has a nice ring to it!

(yes, bad guys have watches in D&D...and apparently most "tearers" are Pelor's crusaders...and they look curiously like Rambo...)

View attachment 60651
It's definitely an upgrade over "orc baby-killing paladin".
 


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