Alignment shift for intra-party murder?

“Fun” bonuses: We provide a fun bonus (usually for each session) based on how much “fun” the group had...This doe not fall under “role-play” since it actually a player decision type of thing and really not an individual award but a group one.
That's an interesting idea...
What I have implemented I a scaling effect and a “range” of awards, for both role-play (an individual award) and fun bonus (a group award)... I provide “none”, 25, 50 or 75 xp per level.
I DM a DragonLance campaign and this calculation is actually included as a "rule" in the DragonLance Campaign Setting sourcebook for role-playing. If you do something in-character that is detrimental to the party you get an RP award -- the idea is, I think, to discourage metagaming. I quite like it and it seems to have a nice positive effect. Last game the low-wisdom Dragonfire Adept saw a body lying on a rock in the middle of a grassy plain. The body looked like an NPC ally the party had left well behind a day or two earlier. The PC went running up and immediately turned the body over instead of investigating or using detect magic. BAM! Symbol of Pain goes off and a pair of 20HD skeletal wyverns attack while a mage starts dimension dooring all over the place firing spells at them. He got an RP award.

Like you said, the only thing you have to be careful about is not overdoing it such that things wind up unbalanced, or where it winds up favoring one or two players over the rest of the group who are just naturally quieter or more mellow.
 

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My basic philosophy is that no player should ever do something that ruins the fun of another player. Lethal aggression against another PC definitely breaks the code.
 

I mean, are you seriously trying to say that shooting off a fireball into a town of villagers who are just going about their business is not likely to be an evil or chaotic act?
You're just making my point for me. Likely? Of course it's likely. The point is that without detailed information like, say, whether those villagers are themselves evil, just the act of killing a lot of villagers is NOT in and of itself evil. The motivations of the character in killing the villagers is necessary to determine whether the simple act of killing villagers is evil.

The OP's scenario was not a trick question or Catch-22. It was not an overly complicated question and it was certainly capable of being answered with the information provided.
Here, or indeed any website anywhere, one thread after another discussing alignment along the lines of, "Is this evil? Is my character chaotic? Should the characters alignment change?" draws immediate, conflicting conclusions from responders.

What I want is for people to examine the PURPOSE of alignment. My basic assertion is that alignment is a roleplaying guideline and if it assists players in choosing actions for their characters that are consistent and reasonable - or which the player then UNDERSTANDS to be INconsistent and UNreasonable - then it's doing its job. But it is inherently subjective judgement in deciding if a characters alignment CHANGES because of certain actions. DM's must therefore start ANY campaign that uses alignment with a discussion of how HE interprets alignment to work in certain detailed instances, when he would change a characters alignment, the consequences of doing so, etc. And when it comes up in a game the DM should again make sure the player understands the DM's position and the consequences before the consequences are actually APPLIED. That then fulfulls what should be the purpose of alignment. It isn't going to be fulfilled by endless conflicting opinions here on, "Is this evil? Is that Evil? Should the characters alignment change?"

As I said in my previous post, I somewhat agree with that... you need to talk with the player first to understand how he see's the PC's actions fitting with his alignment (i.e., his motivation). But one can certainly discuss the general ramifications of the actions without knowing all the inner thoughts of the PCs.
In fact it's required for that very reason. Players don't maintain a running monologue describing their characters thoughts and motivations. What affects their characters alignment is what their character DOES. When a player has a character do something the DM sees as inconsistent/inappropriate for their alignment then the DM needs to FIND OUT what the player is thinking because judging on the action without taking the time to learn the players point of view and applying only the DM's own is what leads to arguments about alignment. And again, if the purpose of alignment is to guide players choices of action for their characters it's not doing its job if the way it gets played IN-GAME is as a guessing-game of what he DM will/won't object to.

The OP had quite clearly stated what happened, and how the PCs responded. He described not only the actions, but what those actions were in response to. Action, reaction, cause and effect. Your condescending comments to the entire forum to the contrary, everyone else here was able to offer him responses and input that the OP himself said he found found helpful and informative. More than anything, I think that answers whether we were, as you said, "hopelessly off base."
I'm too old and too much of a grognard for tact to be my first concern. Sometimes though it requires pushing buttons to get people to think of things in different ways. Rudely phrased statements of, "you're all wrong" may be condescending, but if it directs conversation to the core of the problem I don't cry much anymore when I make such blunders. I just TRY not to do it too often/unnecessarily.:erm:

Sometimes a cigar is just a cigar, and a simple question is just a simple question. It doesn't have to be made hopelessly complex. Have a nice day.
Sometimes simple questions and answers hide deeper issues. Have a better day.

Oh, and stay off my lawn.
 

Actions don't have alignment. My PC kills somebody. Is it an evil act? My PC kills an unarmed opponent. Is it evil? My PC kills an unarmed opponent who is begging for mercy. What if the unarmed opponent begging for his life is a CE mass murderer who has just had his weapon sundered after killing 4 other PC's in a fight to defeat him and has been in this very situation twice before - and gone on to commit more murder...

What your character does is almost irrelevant in the face of WHY he does it. Actions, therefore, are not aligned. The appropriateness of the action is determined by the characters existing alignment and the motivations that are driving the PC to the action.consistent with their alignment it helps determine if the action is signficant enough to immediately change their alignment.

I am afraid that your argument holds no real weight. We just have to consider an opposite situation.

You are dying from thirst. A guy comes to you and gives you something to drink, basically saving your life.

But maybe he is an evil cleric just wanting to use you in one of his evil plans. By your reasoning, that would make him saving your life an evil act.
 

I am afraid that your argument holds no real weight. We just have to consider an opposite situation.

You are dying from thirst. A guy comes to you and gives you something to drink, basically saving your life.

But maybe he is an evil cleric just wanting to use you in one of his evil plans. By your reasoning, that would make him saving your life an evil act.
But that's it exactly. The act of giving the water, and indeed saving the life, is neither inherently evil nor good. Lives can be saved for totally nefarious purposes. Lives can be taken for good purposes. You can't know which without knowing a lot of details of the SPECIFIC situation and the intent of the character. The action in and of itself has no alignment.
 

...or, you could see it that the basic act of saving a life is indeed good, but that the moral value of the act may be mitigated by the intent of doer.
 

But that's it exactly. The act of giving the water, and indeed saving the life, is neither inherently evil nor good. Lives can be saved for totally nefarious purposes. Lives can be taken for good purposes. You can't know which without knowing a lot of details of the SPECIFIC situation and the intent of the character. The action in and of itself has no alignment.

The first problem I see with this is that sentient beings are extremely skilled at explaining away their destructive actions as being for the best or for the greater good. Thus, if you listen to the perpetrator, no one will ever commit an evil act, and thus no one will ever be evil.

Since the D&D alignment paradigm does not allow this (since Law, Chaos, Evil and Good have an objective existence, as Detect Evil illustrates), it means that you will need a unique inflexible moral compass that will apply to all characters to assess whether their motivations were evil or good. This will have to be the GM's own moral compass as relevant to the universe of the game.
Problem here is that the players will have to be measured against this yardstick which will usually be entirely internal to the GM (and thus in fact as subjective as can be). Expect a lot of bickering there.

Second, by your assessment, characters are essentially grounded in their alignment. 99% of a good character's actions will be considered good, whatever they may be, while 99% of an evil character's actions will be considered evil.

Though it would simplify matters a lot, I feel that it prevents players and GMs from exploring interesting themes linked to alignment, like the meaning of good or evil and what free will or redemption really mean.
 

...or, you could see it that the basic act of saving a life is indeed good, but that the moral value of the act may be mitigated by the intent of doer.

I would prefer an action-by-action assessment.

Save your life = good.

Sacrifice you later in a ceremony to a demon Lord = evil.


Evil might then become as arduous an alignment as Good, and maybe even more difficult to follow, since everyday life is based on a lot of goodwill towards others :)
 

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