I agree with both these claims. But notice straight away that it rules out (for example) two rival Good churches whose paladins kill one another in holy vengeance. Thus, D&D can't really be used to roleplay the Crusades, medieval Spain (with conflict between Christians, Jews and Muslims), Charles Martel's battle in the Pyrenees, etc.Doug McCrae said:In D&D killing things and taking their stuff is not evil, provided the things you're killing are themselves evil.
It could even be argued that that is why alignment was necessary in the first place, otherwise 'adventurers' (aka hitmen and grave robbers) might seem rather immoral.
But a paladin who kills the non-evil is in danger of losing paladinhood. And to slay others simply to take their loot is obviously evil, in any standard moral system (natural law, utilitarianism, Kantianism, etc). And so would it be regarded by most GMs, I think. Hence the need to dress up D&D killing and looting in moral terms, as defence of the Good from the Evil (Orcs, demons etc).Thunderfoot said:a paladin kills for a living too; what are the circumstances?
To slay another is usually a chaotic act, but to do so as a term of employment, soldier for instance, is lawful (obey commands of a higher authority). To slay another is usually evil, but to execute a criminal is patently good. To steal from one is choatic, but not neccessarily evil, qv Robin Hood.
Thunderfoot said:Conan has many facets and as a DM I would adivse the character to choose Chaotic Neutral (personal gain above all other things (ie selfish)) or Chaotic Good (with Neutral tendancies) as often times he has the best intrest of others in mind as well, but cares not how they are served.
In Tower of the Elephant, Conan kills guards so he can rob a tower. There is no reason to think those guards are Evil, and they're no threat to anyone except burglars. Looks Evil to me.Hussar said:On the Conan sidebar. It really depends who's writing Conan as to what alignment you would peg him at. Having just discovered the originals, I'm really astounded at the differences between REH's Conan and De Camp's which I had read previously.
And Conan is not in the least untrustworthy, and very frequently goes out of his way to protect his allies and those to whom he has made commitments. But once the CN or CE label appears on the character sheet, a certain picture is painted which tends not to leave room for the sort of nuance that we know is typical of actual people and actual fictional characters. I think this is an instance of alignment not being sufficiently discriminating. It ha no label for "murderer, thief, but loyal to allies". Nor for "honest, reliable, good-hearted, but hating of religious/political/etc foes". And so on.Hussar said:Alignment is the universe's way of keeping score. In the CN character's example above, sure, she does lots of good things, but, she also is completely untrustworthy and does lots of bad things. Thus, CN.
Agreed. This would not be a problem except that most canon D&D material goes out of its way to make Good the norm, Neutral the tolerated and Evil quite abberant for PCs.Dannyalcatraz said:There are other major fantasy protagonists who could be called evil...or at least amoral enough to be no closer to good than neutral.
Thus making it very awkward to play a Good rogue, because rogues scoff, cheat and deceive to deliberately harm others (via sneak attack). I think this quote also shows that it is difficult to get agreement on which aspects of behaviour are Law vs Chaos, and which Good vs Evil.Kamikaze Midget said:Scoffing, cheating, and deceiving to deliberately harm others just because she can get away with it...those are all actions that are decidedly non-good.
True. But in our actual moral thought we use more than two dimensions to characterise people's behaviour. But the D&D cosmos forces everything into two dimensions. This means that, if our D&D game admits the full scope of human personality, politics and society, the cosmos gets confused. For example, are church-going, family-loving, loyal, honest but Japanese-hating veterans of the Second World War Good or Evil? For a D&D campaign to progress smoothly, it has to put these difficult cases to one side - again, certain sorts of plot or protagonist are (in practical terms) ruled out.Kamikaze Midget said:Alignment doesn't tell you what's in your heart or mind or soul. It does tell you which side your heart and mind and soul are currently batting for in the great cosmic conflict.
OK, at this point I will disagree. In the real world, moral philosophy is not all common sense. If it were, there would be no work for professional philosophers to do.Arkhandus said:All it takes is a bit of common sense and consideration to figure out alignment. But most folks would just prefer to use their own ethical philosophy and then argue with each other about which of them is 'right', while ignoring what sort of absolute ethical system the D&D rules and settings support. Numerous infinite planes of existence in D&D are composed of ethical forces. Deal with it and keep it in mind when considering ethical conundrums in D&D; the rules clearly support certain things as being right or wrong.
But notice straight away that it rules out (for example) two rival Good churches whose paladins kill one another in holy vengeance.
But a paladin who kills the non-evil is in danger of losing paladinhood. And to slay others simply to take their loot is obviously evil, in any standard moral system (natural law, utilitarianism, Kantianism, etc). And so would it be regarded by most GMs, I think. Hence the need to dress up D&D killing and looting in moral terms, as defence of the Good from the Evil (Orcs, demons etc).
Thus making it very awkward to play a Good rogue, because rogues scoff, cheat and deceive to deliberately harm others (via sneak attack). I think this quote also shows that it is difficult to get agreement on which aspects of behaviour are Law vs Chaos, and which Good vs Evil.
True. But in our actual moral thought we use more than two dimensions to characterise people's behaviour. But the D&D cosmos forces everything into two dimensions.
This means that, if our D&D game admits the full scope of human personality, politics and society, the cosmos gets confused. For example, are church-going, family-loving, loyal, honest but Japanese-hating veterans of the Second World War Good or Evil? For a D&D campaign to progress smoothly, it has to put these difficult cases to one side - again, certain sorts of plot or protagonist are (in practical terms) ruled out.
Well of course. Paladins are the holiest and most honorable of warriors; they should not be killing other good people. Most Christian knights would not be paladins in D&D, they would be fighters, and not necessarily good-aligned (you can be Neutral or Evil and still fight for a Good cause, if your means of fighting for that cause are not Good; D&D alignment is more about actions than intentions). Paladins are supposed to be above that; they are supposed to fight evil, not those their church sees merely as 'wrong' and misinterpreting the will of the divine. The paladins exist to slay demons and destroy evil cultists and exterminate villainous raiders, not slaughter other members of similar faiths over petty squabbles over minor religious issues.pemerton said:I agree with both these claims. But notice straight away that it rules out (for example) two rival Good churches whose paladins kill one another in holy vengeance. Thus, D&D can't really be used to roleplay the Crusades, medieval Spain (with conflict between Christians, Jews and Muslims), Charles Martel's battle in the Pyrenees, etc.
Instead, paladins' enemies have to be Orcs or other more-or-less inherently evil humanoids (in practice, if not in theory - once orcs, in practice, are given the same range of alignments and personalities as humans, their utility as a game device is lost), and demons. At the same time, there is a push towards homogeneity among the Good churches, because their clergy (if they are to remain Good) must cooperate with one another in the face of evil.
Not really. Paladins are not exemplars of feudal rule; that would be Knights. Paladins are holy crusaders of a particular faith or ideology, not warriors of the state; they may be both in some cases, but must always put the demands of their faith first. Once they put their mortal lord before their god, then of course they fall from grace and lose their paladin abilities. Knights are the examplars of feudal rule and aristocratic warriors. They can be followers of Heirronneus and believe themselves good, when they are really neutral from all their fighting against people they simply perceive as evil or wrong, without a paladin or cleric giving them direct divine guidance on whether or not that is true.Again, this puts limits on certain sorts of plots. For example, it is natural to thing that feudal warriors should be at odds, even at war, with the villagers and druids whose lands they are subordinating and bringing under military rule. But a paladin of Heironeous (the natural examplar of feudal rule) who kills a cleric or NG druid of Ehlonna (a natural defender of the villagers' ancient ways) is in danger of losing his or her paladinhood. Thus, the conflict can't reallly develop in the way we would naturally expect. A certain sort of plot is excluded by the operation of alignment - unless we want to make all the feudal warriors LN or LE Hextorites, which has its own difficulties, obviously, because historical knights saw themselves as Christians, not Satanists.
Paladins aren't supposed to kill stuff just to take its loot. Paladins exterminate evil creatures and unrepentant creatures who harm the innocent too often. Paladins are not standard adventurers, they're expected to maintain higher morality and only work towards destroying Evil and protecting Good. A paladin may slay some evil dragon or evil warriors, but he doesn't generally do it for the sake of taking their stuff; he or his companions may end up looting the corpses afterward, but for the paladin, they only take loot to fund their crusades and donate to worthy causes; acquisition of that loot is not their goal (if it is, then it means they've just lost their paladinhood). I miss the old rules or whatever that said paladins had to donate a significant chunk of their treasure..... But c'est la vie, paladins can accumulate wealth if they're putting it to good use.But a paladin who kills the non-evil is in danger of losing paladinhood. And to slay others simply to take their loot is obviously evil, in any standard moral system (natural law, utilitarianism, Kantianism, etc). And so would it be regarded by most GMs, I think. Hence the need to dress up D&D killing and looting in moral terms, as defence of the Good from the Evil (Orcs, demons etc).
Well of course Conan isn't Good or Lawful, that's just blatantly obvious. Conan's a barbarian, a knave, and a thief. He's definitely N or CN at best, NE or CE at worst. Maybe eventually he turns LN or LE when he becomes ruler, but during his adventuring days he's a scoundrel.So Conan (as written by REH) is at best CN, plausibly CE. Nothing wrong with that, you might say, just descriptive alignment at work, but
Huh? Deceiving and cheating to defeat someone who's threatening your life at the moment isn't Evil, though. Unless they're some goodguy that you provoked into attacking you. And in case you didn't notice, Rogues can do nonlethal damage with Sneak Attacks with suitable weapons or unarmed strikes, so a Rogue can use trickery and deception to knock someone out to avoid having to really hurt them.Thus making it very awkward to play a Good rogue, because rogues scoff, cheat and deceive to deliberately harm others (via sneak attack). I think this quote also shows that it is difficult to get agreement on which aspects of behaviour are Law vs Chaos, and which Good vs Evil.
That depends. Most likely they are Neutral or Lawful Neutral. Possibly Good, but that depends on their actions. Also, it's coloured by their perceptions, which were determined by what little they knew of their enemies. Their hatred may keep them from a peaceful afterlife until they learn to abandon that hate, in a D&D setting, but it is not likely to make them non-Good or seriously risk their chances of going to Celestia or Elysium or whatever unless they actually go out and kill or harass random people of the type they hate, in which case their actions may shift their alignment towards Evil. Being ignorant does not excuse evil acts.True. But in our actual moral thought we use more than two dimensions to characterise people's behaviour. But the D&D cosmos forces everything into two dimensions. This means that, if our D&D game admits the full scope of human personality, politics and society, the cosmos gets confused. For example, are church-going, family-loving, loyal, honest but Japanese-hating veterans of the Second World War Good or Evil? For a D&D campaign to progress smoothly, it has to put these difficult cases to one side - again, certain sorts of plot or protagonist are (in practical terms) ruled out.
Paladins are supposed to be above that; they are supposed to fight evil, not those their church sees merely as 'wrong' and misinterpreting the will of the divine.
Ah, but there in lies the moral quandry, to dfo what is good (not slay another good person) or do what is lawful (to kill my enemy as dictated by a higher official authority).Dannyalcatraz said:And, like I said, this is where we get into problems.
IRL, nobody has ever formulated an absolute test for what is good or evil.
In the proposed example (used as far back as 1Ed, FWIW) of a Christian Crusader Paladin vs a Moslem Paladin, there was enough "evil" on each side that the two could easily justify entering the war as a combatant, finding themselves on opposite sides of the fray, possibly even meeting each other on the battlefield.
If they do so...what then? Do they recognize each other's innate goodness and let each other pass to kill others...or do they recognize each other's innate goodness and continue to fight?
There is no single right answer.
And anybody with that low an opinion, that great a misunderstanding of alignment SHOULDN'T use it. They shouldn't be ALLOWED. Anyone else can and probably should at least try it for several characters over several campaigns so they can FORM THEIR OWN OPINIONS. And if the naysayers even begin to talk about it in game for any reason they should be told, bluntly, to shut up.Alnag said:I know, I know... this is neverending discussion. But I have recently met with group of people, who believe that the best one can do with alignment is not use it. In their opinion, it is not good even for newbies.
It's not a matter of positive and negative EFFECTS. It's a matter of understanding what reason there is to use it in the first place, and how to use it to that end in the second place.I would like to find some sources on both positions. The positive and negative effects of alignment. Why does D&D 3.xE even uses the alignment. What was the designer's goal? Was it just - keep this sacred cow alive or something more?
Alignment does not restrict your roleplaying a whit. However, there are understandably in-game and meta-game consequences for alignment changes, just as a person in the real world who begins to make major changes in belief and behavior will face various consequences of that.Is it good as a moral compax or does it limit you free role-play? What are you experiences. Thank you in advance for any insight on this issue.
But then again, the way you're trying to use it there is to describe/define in detail the character and her motivations. Alignment is generalized categories. It should not bother you that out of nine general categories there isn't one to provide a SPECIFIC descriptive context for every given character. As a player, it should only bother you if the one specific category you've chosen as your characters alignment cannot provide a viable reference point to compare YOUR characters actions to. Again, the alignment is not dictating, nor limiting your characters choice of actions, nor reactions to in-game motivations. If you have a character whose behavior genuinely seems to drift between different alignment categories - so what? Can't you still use those alignment categories to gauge how your characters behavior remains consistent in its own fashion, despite NOT fallling neatly into one general category?Jeysie said:I agree that doesn't use it as designed in 3e... which is why 3e's alignment makes me go "meh". There's little room for shades of grey or ambiguity.