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<blockquote data-quote="Argyle King" data-source="post: 5687469" data-attributes="member: 58416"><p>Before I answer, I'd like to clarify that I am not answering based on solely D&D; I am also considering other games I play.</p><p></p><p></p><p></p><p>In the case of a monk, knight, or someone who pledges himself to a moral or social code, I think violating that code (if it is discovered they have) should come with social consequences. You may be shunned from a society, be required to joust for honor, or whatever else is appropriate to the situation and the game world. Depending on how devoted the character was to the code, how difficult the decision to break the code was, and the exact circumstances, I would probably also be inclined to reward the player for roleplaying being disturbed by being pushed into violating morals they had previously pledged their life to; having your world view shaken can be an emotional experience.</p><p></p><p>In the case of someone who has made a divine vow, arcane pact, or sold their soul to god, vestige, demon, and/or similar being, I would expect the powerful creature to have some ability to take back the powers it had granted. However, I would also take into consideration the power level of the being who had granted the power. A demon might not have the capability to use some sort of omnipotent supernatural banhammer to just strip your power; it may need to come and collect in a more physical or personal manner, but I would expect a greater deity or overdeity to have such capabilities. </p><p></p><p>That being said, I will also add that I don't particularly enjoy the way some editions of D&D have used the concept of alignment as a straight jacket. I find it strange that a bard could only be chaotic or that a monk could only be lawful. I prefer to view such alignment terms as more of a shorthand to vaguely describe what sort of person a character is; when it comes to hard & fast details, I highly prefer a more in depth treatment. By in depth I mean -if there are to be mechanics connected to fluff- there should be more detail given to the behavior expected (thou shalt not...) rather than a vague concept such as alignment being enforced in a very non-vague way. </p><p></p><p>In some cases (a paladin of an evil god for example) I don't even think it makes sense to restrict a whole class to a specific alignment. I think it makes more sense that there be a list of tenets which are known to followers of the god or a charter of expected rules conveyed by the social group. </p><p></p><p>"Ah," said the grand old master as he approached his student; his uniform fitting tightly; the symbol of Vecna proudly emblazoned across the chest of the grave dirt gray gi. "You have proven worthy to be embraced by the brotherhood of Vecna's hand." The gaunt faced yet muscular old man passed a small slip of paper to his student. </p><p></p><p>"A name. Why this person is to be killed is a secret too great to be given to an initiate, but you are expected to carry out the sentence. The true manner of death should remain a secret; failure in the deed or failure in secrecy will mean the next secret revealed to you shall be the manner of yours."</p><p></p><p>That seems like a perfectly viable monk/religious order to me.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 5687469, member: 58416"] Before I answer, I'd like to clarify that I am not answering based on solely D&D; I am also considering other games I play. In the case of a monk, knight, or someone who pledges himself to a moral or social code, I think violating that code (if it is discovered they have) should come with social consequences. You may be shunned from a society, be required to joust for honor, or whatever else is appropriate to the situation and the game world. Depending on how devoted the character was to the code, how difficult the decision to break the code was, and the exact circumstances, I would probably also be inclined to reward the player for roleplaying being disturbed by being pushed into violating morals they had previously pledged their life to; having your world view shaken can be an emotional experience. In the case of someone who has made a divine vow, arcane pact, or sold their soul to god, vestige, demon, and/or similar being, I would expect the powerful creature to have some ability to take back the powers it had granted. However, I would also take into consideration the power level of the being who had granted the power. A demon might not have the capability to use some sort of omnipotent supernatural banhammer to just strip your power; it may need to come and collect in a more physical or personal manner, but I would expect a greater deity or overdeity to have such capabilities. That being said, I will also add that I don't particularly enjoy the way some editions of D&D have used the concept of alignment as a straight jacket. I find it strange that a bard could only be chaotic or that a monk could only be lawful. I prefer to view such alignment terms as more of a shorthand to vaguely describe what sort of person a character is; when it comes to hard & fast details, I highly prefer a more in depth treatment. By in depth I mean -if there are to be mechanics connected to fluff- there should be more detail given to the behavior expected (thou shalt not...) rather than a vague concept such as alignment being enforced in a very non-vague way. In some cases (a paladin of an evil god for example) I don't even think it makes sense to restrict a whole class to a specific alignment. I think it makes more sense that there be a list of tenets which are known to followers of the god or a charter of expected rules conveyed by the social group. "Ah," said the grand old master as he approached his student; his uniform fitting tightly; the symbol of Vecna proudly emblazoned across the chest of the grave dirt gray gi. "You have proven worthy to be embraced by the brotherhood of Vecna's hand." The gaunt faced yet muscular old man passed a small slip of paper to his student. "A name. Why this person is to be killed is a secret too great to be given to an initiate, but you are expected to carry out the sentence. The true manner of death should remain a secret; failure in the deed or failure in secrecy will mean the next secret revealed to you shall be the manner of yours." That seems like a perfectly viable monk/religious order to me. [/QUOTE]
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