Do alignments improve the gaming experience?

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As an aside, another depressing alignment thread over on Paizo -- http://paizo.com/threads/rzs2qs6i?Alignment-XY-chart . If the player really thinks that's anywhere close to L or G I don't think I want them loose in society.

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In the 1e game...
I wonder how someone with all 17 s and 18s would have been greeted.
Pretty responsible group, I think there was only one 18 in the party (someone with good enough stats to make a ranger). Mine were 16/14/13/13/12/11 (not in that order) for a Half-elf Fighter/Thief.

In the VtM game...
So he saw a need to police it...
He told us up front he'd take into account how our characters were stat-ed up as humans to decide who sired us and all, in order to make sure it was vaguely balanced.

Talking about rolling in the old days...
An outgrowth, I think, of the bonus structure, but I certainly saw a lot of 18 STR warriors and less than half with 01-50 on percentiles, I think. We did have a player roll 18/00 STR once, though (and had the 17 CHA to be a Paladin).
It's amazing how we never complained at the time. But after a few games with a point system that lets me build a character I want to play for a particular game, I'm not anxious to go back. I also like that the numbers actually differentiate the characters in play (although 3/3.5/PF sometimes seems like too much differentiation).

Traveler was always a hoot to make a character in.

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@pemerton - Thank you for post #1164. I appreciate the leads for things to read up on more and mull over. (Couldn't XP -- although I sometimes wonder if the system is still counting them for the receivers after it informs them - does anyone still level?)
 
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N'raac said:
Now, let’s assume we are not playing a solo game, and that there are other characters in the game, some or all of whom are also (or profess to be) LG. One of these considers it quite appropriate to “pull a 24 and torture prisoners to save someone”. In fact, he even asserts that your character’s refusal to do so means that he cannot truly be PG, as the Greatest Good for the Greatest Number requires we gain this information quickly, which can only be done by torturing it out of this one person. Sucks to be him, but the greatest good for the greatest number absolutely requires he do so.

As a DM? Fantastic. I have no need to get involved. That's the point of exploring morality in game. There's no big daddy DM handing down judgements from on high.

And since you folks keep telling me that multiple behaviours are covered by the same alignment, wouldn't you come to the same conclusion?
 

Why do we need point buy at all? Why can't the players assign whatever stats they consider appropriate to their vision of the character? It sounds like you don't trust them to build balanced characters without constraining their resources.

While we're at it, let them decide when the characters level up. After all, the players will clearly have a better vision of when their characters have learned enough to advance than I can, with my limited grasp of their characters.

At the end of the day, why not? How is the game worse for allowing players to decide all those things?

Unless you discount all the RPGs out there that actually do allow all these things and more as "not real RPGs" .
 

The player and the character are not the same though.

<snip>

the characters do not know that is how the world is structured. And they probably are not walking around using terms like Chaotic Good or Lawful Evil. They just know that Ogard god of liberty and compassion, delrives his holy warriors of powers when they violate any of the 22 Laws of Ogard.
I don't think this is orthodox - certainly not in classic D&D, where not only are alignments real ingame but they have associated languages.

In Planescape, there are planes whose essence is a particular alignment - I think the Great Wheel brings with it alignment as an ingame phenomenon.

And in your mooted set up, what to the gameworld inhabitants call Detect Evil, Holy Word etc? It can't be "Detect Beloved of Ogard", because there will be some Good characters who (presumably) don't worship Ogard.

Frankly, this seems to be replacing alignment with an allegiance mechanic of some sort (but keeping alignment-based spells?).

i realize paladins and alignment do not operate this way exactly according to the rules.

My feeling is that more important than whether a paladin's or cleric's alignment in these situations is their relationship to their god.
This reinforces the impression that you are not using mechanical alignment in the traditional sense.
 

I believe the response to this was covered before by Imaro some time back, where it was mentioned (and this is definitely not as eloquently as he put it) that if players are so great and impartial - you should let them choose the monsters they wish to fight, the experience points and treasure items to be awarded (wishlists).
I answered this upthread.

The whole point only makes sense if there is a conflict of interest. When it comes to treasure, what is the conflict of interest? Hence I use wishlists in my 4e game. When it comes to wanting to fight Orcus rather than Dispater, what is the conflict of interest? Hence in my 4e game the PCs encounter, as enemies, NPCs and monsters of the sorts that their players have indicated they want to encounter in the game. When it comes to adherence to a code or realisation of an ideal, what is the conflict of interest?

I've posted and linked to this example before, but no one has taken up the question: this is a case in which a player, playing his PC, elected to be bound by his code of honour, and hence to keep a promise, that he had never made but that had been made in his name, even though the upshot was that a villain lived whom he believed deserved to die. What is the conflict of interest?

Answer: there isn't one! The only reason that it matters that the villain die is because this is what the player, inhabiting his PC within the fiction, thinks should happen. The only reason that it matters that the promise be kept is because this is what the player, inhabiting his PC in the fiction, thinks should happen. If, within the fiction ,the player can't see a way to satisfy both these desires for what happens, why should the GM rather than the player choose which way to go?

Or, if the player takes a different interpretation and decides that there is a way that both desires can be satisfied, and so decides that breaking the promise is consistent with the PC's code, what is the problem? The player still exercised ingenuity and engaged with the game.

Knowing what (some) of the enemies they're going to face are doesn't tell them what numbers of them they're facing, when they're facing them, where they're facing them, what those enemies will be trying to achieve
Right. A player deciding who his/her PC's enemies will be is good. Deciding the disposition of the enemy forces is clearly a different matter - that obviously does give rise to a conflict of interest. And choosing the enemy's motivations in any given encounter removes the possibility of surprise, which is not necessarily a conflict of interest but can make for anti-climactic play (hence the logic of the GM exercising a hefty degree of backstory authority).

But it seems to me (and unless I'm badly mistaken you agree) that a player deciding what counts as answering to his/her PC's ideals does not raise the same issues.

I'm reflecting a player's predisposition for gamist tendencies which could influence character's actions which might conflict with a character's beliefs.
I discussed this example about 1000 posts upthread (ie right near the start). If you are playing Gygaxian D&D, in which the goal of play is to loot (and perhaps to kill from time-to-time as a means of looting), then a class like the paladin makes sense as a "gamist" construct: you become mechanically more effective, but the trade off is that your range of permitted strategies and tactics is narrowed. (No ambushes, no poison etc.)

But this is irrelevant when - like me - one is not playing a Gygaxian game. In the example I have just linked to, the player of the dwarf does not get any mechanical benefits, or power-ups, by keeping his promise, nor by breaking it. There is no conflict of interest because there is nothing to be gained by lying about, or distorting, what counts as consistency with the code.

Are there players who only care about mechanical effectiveness? Sure. But unless the system actively provides mechanical rewards for playing in a manner inconsistent with a character's beliefs, I'm unclear on why we'd expect them to do so.
Exactly. Gygaxian D&D does provide rewards for playing inconsistently with a paladin's beliefs - hence the view I have expressed throughout the thread that if you are playing Gygaxian D&D alignment clearly can improve the gaming experience.

But as soon as you stop playing Gygax-style, there ceases to be any such advantage. Hence no reason to think a player will depart from his/her character's professed ideals except as a deliberate choice. Hence no conflict of interest in having the player be the chief arbiter here.

I guess I cannot comprehend a Caramon Majere wishing to fight Draconians, and so the DM (or authors) introduced them so he could fight them. I also missed the part where after each kill, Tasslehoff loudly recited which items, magical or otherwise he wanted to find on his dead opponent before checking the deceased's treasure pouch.
You're conflating character desires with player desires. The two need not be (and often aren't) synonymous.

<snip>'

A player providing a wishlist of items to the DM gives the DM a resource to ensure that they can place desirable treasure in an adventure. If I want my players to be motivated to have their characters seek out treasure, rather than have treasure be something that they take when they find it but don't actively seek, then is it not useful to know which things (or types of things) they find interesting?
Grydan, I'm 100% agreed. This repeated conflation of players with characters is very frustrating. [MENTION=22779]Hussar[/MENTION] and I just posted corrections on this very point about a dozen or so posts upthread.

I might choose to play a character who is absolutely terrified of snakes. If you ask the character, then he'd gladly tell you he'd rather fight anything than have to face snakes ... but I think it's rather clear even without stating it that there's not much point in telling anyone my character is afraid of snakes if I, as a player, don't want that to become relevant by having my character repeatedly placed in situations where he has to deal with snakes.

If, on the other hand, I genuinely don't want to deal with snakes, for whatever reason, it's far more effective to explain to the DM that I'd prefer it that we never encounter them than to make that desire part of any character I play.

<snip>

Characters might have wishlists too. Those may or may not coincide with their player's wishlists. A character stating, in game, what they'd like to find is not the same thing as a player having let the DM know.
All very good points.
 

Now, let’s assume we are not playing a solo game, and that there are other characters in the game, some or all of whom are also (or profess to be) LG. One of these considers it quite appropriate to “pull a 24 and torture prisoners to save someone”. In fact, he even asserts that your character’s refusal to do so means that he cannot truly be PG, as the Greatest Good for the Greatest Number requires we gain this information quickly, which can only be done by torturing it out of this one person. Sucks to be him, but the greatest good for the greatest number absolutely requires he do so.

<snip>

So you, the player who can never be wrong about his character’s beliefs and how they accord with alignment, are 100% certain that torturing the prisoner is violating the LG alignment, and the other player, who also can never be wrong about his character’s beliefs and how they accord with alignment, is 100% certain that torturing the prisoner is the only choice which does not violate the LG alignment. Where do we go from there?
We play the game, don't we? At least that's what my group does.

Why does it have to be any more complicated than that?

As a DM? Fantastic. I have no need to get involved. That's the point of exploring morality in game.
Exactly!

And since you folks keep telling me that multiple behaviours are covered by the same alignment, wouldn't you come to the same conclusion?
This is why, upthread, I suggested that these "shades of grey" and "great swathes of neutrality" ideas are the functional equivalent of dispensing with mechanical alignment.

if the action was so great, that it would be evil and of a degree where it would "insert punishment here" and perhaps even require an alignment change well then I doubt you would have a disagreement at the table.

<snip>

its the little continuous infractions that would have the DM address with the player that his character is slowly sliding down the alignment ladder.
On the first point - why do you think this? In the quote higher up in this post, [MENTION=6681948]N'raac[/MENTION] posits the opposite. And two posters have just recently posted some quite contentious examples in the thread, that I'll respond to in a moment.

On the second, if N'raac as GM believes that killing in defence of others is never good, then a paladin who keeps doing that will probably drift away from LG towards LN. If the GM "addresses" this with the player, that strikes me as pretty close to the GM telling the player how to play a paladin. The player has two choices: stop playing a paladin; or play a paladin in the way the GM thinks is fitting. To me, this is no different from the GM telling the player of the thief that his/her PC is not sneaky enough, and so is going to have to forcibly change class to a fighter (but one who forevermore can use only leather armour).

When faced with a situation where seeming obvious ramifications will cause untold future woe the paladin may choose to commit an evil act (as in an act that reflects the precepts of the alignment axis identified by the name "Evil") in the present to prevent it and fall from grace as a result
In that 24 example, the character (and the player) may well conclude that this Cosmic Good is all fine, and my preference would have been for there to be another way, but there was not. I’d do it again – at least in this case, the ends justify the means.

<snip>

those G characters are too mired in their compassion for those who don’t deserve it to take the necessary action for those who most merit protection and respect.
These examples are contentious. They presuppose, for instance, that utilitarianism is inconsistent with good - despite the 3E SRD defining "good" by reference to "altruism", and utilitarianism being the major moral theory most often defended by its adherents as genuinely altruistic. (Most objections to utilitarianism in the contemporary literature begin from a premise that each individual enjoys a permissible sphere of self-regard.)

Now, in my view at least, a paladin cannot be a utilitarian and be remotely consistent with the archetype. A paladin believes in providence; utilitarianism is about as anti-providential as a moral outlook can get. (At least in its formal structure; its adherents are often prone to Whiggish optimism.) So a paladin who chooses (say) to kill an innocent in order to stave of catastrophe has already committed the greatest error possible - s/he has doubted that providence will deliver, and in a failure of humility has assumed that it is him/her rather than the deity who has to weigh and measure all the consequences of everyone's actions. But the central evil here, at least from the point of view of character drama, is not the killing of the innocent but the betrayal of faith and the error of pride.

That's my take on things, at least. But let's put that to one side, and suppose that, for whatever reason - perhaps the gameworld is REH-style and providence isn't part of it - the paladin character really is correct to believe that but for his/her "evil" act then catastrophe will ensue. Then why should she fall? Why are we fetishising a list of taboo actions, which apparently have no grounding in actual value or right conduct (because, in this case, upholding value and principles of right conduct requires doing the "evil" thing)? And why would those "compassionate" people who are too sentimental to actually do what is required (perhaps they're also to squeamish to amputate a gangrenous limb!) be regarded as "good"? Self-indulgent sentimentality is itself a vice.

To elaborate on my reply to [MENTION=6701124]Cadence[/MENTION] above, about fatuous ideals, this sort of pointless fetishisation would be an example of such fatuousness.

And for an example of this scenario actually playing out within the D&D canon, I point to Sturm Brightblade in the Dragonlance Chronicles, who realised that the Knights of Solamnia's fetishisation of their rules was actually preventing them from doing good. Those books, at least, took this as evidence that Sturm was a better knight, not a fallen one.

It is a compromise of one tenet of Good (not killing or hurting others) in the course of upholding another (defense of the innocent). Cutting that person down in the street because, maybe, he might resort to violence is a very different context from defending the innocent from his attack.

<snip>

Where striking a person down in the street is much more likely an evil act, the same act in the defense of an innocent person is mitigated.

<snip>

A better act might well be talking the attacker down, or defeating him without killing him.
I don't understand the point about preventative violence. Very few theorists of self-defence think that the principles of defensive violence licence the sort of preventative violence you describe. There is an epistemic difference - in the case of an actual attack, the threat to the innocent is immediate and manifest, whereas who knows whether the "blackhearted" person might ever actually lash out. There is also a metaphysical difference - in the case of the actual attack, the threat is actual. In the case of the "blackhearted" person, the person might always reform, and curb his/her "evil" tendencies. (For a paladin, this "providential" dimension of the situation might be particularly important.)

(And lest I be accused of introducing philosophical analysis where it's not warranted, the above principles are pretty fundamental to the law of self-defence, and of attempts, in at least most common law jurisdictions, and I suspect civil law ones also.)

The suggestion of "mitigation" is quite contentious. The normal legal treatment of self-defence is not that it is an excuse (say, like duress) but that it is a justification. (Ie there is no wrongdoing that would require excusing.) That's also the most common moral analysis.

And finally, as I stated in the post to which you replied, of course it would be better if the innocent could be saved with no need to kill the attacker. But that we can imagine a better outcome does not mean that the actual outcome, and the action that leads to it, is not good. Hence the category of the superogatory. More banally, from the fact that a person might give his or her whole fortune to a beggar, it doesn't follow that giving a single gold piece is therefore not good but only neutral.

Let’s take a different tack. The culpable attacker has also made an enemy of a black hearted villain. As the attacker charges the innocents, that villain steps from the shadows, and cuts the attacker down. “Let that be a lesson to all who would cross me.” Is he now Good because he saved the innocents, or does the motive behind his act change its character?
Suppose that motive changes the morality of the action - how would that show that when the paladin engages in defensive violence out of an admirable motive that s/he is not performing a good act?

And to actually answer your question:

[sblock]We suggest that an individual A finds himself in affray with B if and only if:

a. A is endangered by his physical proximity to violence perpetrated by B;
b. B’s threat to A is not licensed by A’s culpability;
c. B is not culpable for the danger posed to A; and
d. A is reasonably perceived to be a threat by B…​

In effect, being stuck in a fight endangers A, which gives him the right to defend himself. But, if he manifests the possibility that he will exercise that right, he becomes a danger to everyone else, which gives them the right to use force against A also. That is the nature of affray, and is summarized in the following principle:

Affray–privilege principle: Where two parties A and B are in affray with respect to one another, then each of A and B acquire symmetrical privileges to commit harm to each other, subject to requirements that the harm be necessary and proportionate…​

Consider the following … :

WRONGFUL ATTACK: Wrongdoer (W) culpably attacks Victim (V). Consequently, W forfeits his rights not to be harmed. V proceeds to fight back. Inadvertently, bystander Smith becomes involved in the conflict. That is, Smith is endangered by his proximity to the conflict between W and V.​

In this situation there are a number of courses of action open to Smith. As we noted above … a bystander such as Smith could attempt to make it clear that he is no threat to anyone. If Smith succeeds in this regard, then although he presumably enjoys the privilege to use force against both W and V to protect himself, he does not enter into affray with either, because he does not satisfy condition (d).

A second alternative is that Smith responds to the danger merely by threatening the culpable party, W. In this scenario, with respect to V, Smith does not satisfy criterion (d), and is not in affray. Nor are Smith and W in affray, because criterion (c) is not satisfied. So the conflict simply becomes an extension of a traditional self-defense case, where Smith and V are together fighting off the unjust attacker W, and W fails to obtain any privilege to commit violence against either.

A third alternative is that Smith responds in a way that threatens V. This could happen because he aligns himself with W or because he responds in a relatively indiscriminate fashion, using force, or threatening to do so, against both W and V. Whatever the case, we assume that Smith is not culpable for threatening V. Smith is excused of culpability, either in light of duress or ignorance. Consequently, Smith becomes a nonculpable threat to V, much as V is a nonculpable threat to Smith. A situation of mutual endangerment has arisen, and Smith and V are in affray with respect to each other.

Not only does this give rise to privileges to commit violence on the part of both V and Smith, we believe it also gives rise to privileges to commit violence on the part of W. This is because, in addition to privileges to inflict harm that arise from the opportunity to defend oneself, there are also privileges to inflict harm arising from the opportunity to defend others. For instance, suppose that W can see that V and Smith will kill each other unless W intervenes to shoot Smith first. If W were struck by a pang of remorse and wished to minimize the harm that he will cause, may he shoot Smith? We suggest he may.

We are not suggesting that the criminal law does or should permit such behavior; but we are suggesting that, in the absence of a suitable institutional framework to limit the use of violence (in a Lockean state of nature, for instance), this last act would be permissible. After all, the wrongdoer’s deed does have the effect of saving an innocent party from death.

We suggest the following principle as a rough attempt to identify the privilege to defend others in these sorts of circumstance:

P. Anyone who is witness to one party A threatening another party B, provided B is not herself culpably threatening A, acquires a privilege to use harm against A to defend B, subject to certain proportionality and necessity constraints.​

A potentially alarming feature of this principle, however, is that it appears to entail that the wrongdoer W may kill V, against whom he initiated the original unjust threat! We stand by this feature, despite its counterintuitive nature. We do, however, wish to stress the distinction between the permissibility of killing, as opposed to blameworthiness for the eventual harm that comes about. W is to a large degree culpable and blameworthy for the deaths of either V or of Smith, if either should happen to die, even if it is at the hands of each other, rather than by the deed of the wrongdoer. But because of the circumstance of affray that has arisen between Smith and V, the wrongdoer W – in virtue of P – obtains privileges to kill either party, subject to suitable proportionality and necessity constraints. And it is this fact about the rights that is of most relevance when determining permissibility…

Someone who rejects P might maintain that the stain of the wrongdoer’s initial culpability remains with him, even if he later has the opportunity to minimize harm by inflicting harm on some of the parties to an affray. Such a person would presumably put forward a revised version of P that licenses intervention only to parties that are not culpable for the existence of the conflict; or would license intervention only with certain intentions. Suppose that, in consequence of some such revision, it remains impermissible for the wrongdoer to kill a party against whom he culpably initiated an unjust threat. Pushed to more extreme cases, this seems absurd. Suppose the conflict between W, V, and Smith develops into a much larger battle, involving many more parties. If W has the opportunity to prevent a massacre of dozens by killing V, whom he originally intended to murder, then this is surely permissible. P supports this claim, and we ask those who would deny it to supply a more plausible alternative.

A second possibility is that we might think using violence in defense of others, in the absence of a motive of self-defense, places one under greater restriction to use force only against those who are culpable for the threat they pose. According to this view, P would have to be revised to only apply when witnessing one party culpably threatening another, rather than to the broader category of nonrighteous threats that we have favored. Again, this will lead to the absurd outcome that outside parties will be unable to intervene to prevent a massacre between nonculpable parties to a conflict.

It is plausible, however, to suppose that a principle like P is subject to more stringent proportionality constraints than a principle of self-defense. If someone attempts to cut off your arm, one presumably obtains the privilege to inflict lethal harm in self-defense, if that is necessary to prevent the attack. But if Smith is only endangering V’s arm, and not V’s life, then it seems improper for W to kill Smith in order to protect V, even if that is necessary to prevent the attack.[/sblock]
 

Thank you for post #1164. I appreciate the leads for things to read up on more and mull over.
You're very welcome.

another depressing alignment thread over on Paizo -- http://paizo.com/threads/rzs2qs6i?Alignment-XY-chart.
Depressing because the paladin-sorcerer cast "unnatural lust"?

To me that suggests either a fairly juvenile game - in which case, why are we worrying about alignment again? - or else that there is more going on than the OP in that thread has explained.

Let's suppose it is a juvenile game. If enforcing alignment is meant to make the player of that character be less juvenile, why not just have the GM veto the player's declared actions on "too juvenile" grounds? Cut out the middleman, I say!

Or if the issue isn't the juvenile play per se, but that (for whatever reason) we can't handle a juvenile paladin, then just tell the player that s/he can't play a paladin. Again, why go via a rather cumbersome middleman?
 

I don't think this is orthodox - certainly not in classic D&D, where not only are alignments real ingame but they have associated languages.

In Planescape, there are planes whose essence is a particular alignment - I think the Great Wheel brings with it alignment as an ingame phenomenon.

And in your mooted set up, what to the gameworld inhabitants call Detect Evil, Holy Word etc? It can't be "Detect Beloved of Ogard", because there will be some Good characters who (presumably) don't worship Ogard.

Frankly, this seems to be replacing alignment with an allegiance mechanic of some sort (but keeping alignment-based spells?).

This reinforces the impression that you are not using mechanical alignment in the traditional sense.

I was just trying to answer your question, certainly not interested in debating this any further. All i was trying to say is the way i often run games is to have some things fall more under the purview of gods, but leave other things to the broader control of alignment forces. Specifically i tend to see paladins and clerics as operating under a pact, code or covenant related to their deity. But this is just one way I play. At this point i think we are in such a different page, in terms of how we approach the game, playstyle, and how we even think about these things, that it is just going to be an endless back and forth. I was simply trying to answer a specific question of yours. Hopefully it gave you some clarity.

But i want to clarify, In my settings a spell like detect evil, would have all kinds of names, and would function as described in the book (except perhaps in ravenloft). I just see the spell names as mechanical terms for players and gms, not the every day language people in the setting use (same with alignment). As for alignment languages, i never really embraced them.
 
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As a DM? Fantastic. I have no need to get involved. That's the point of exploring morality in game. There's no big daddy DM handing down judgements from on high.

Nice sidestep. Your example was you playing a Paladin, so you were not the GM. If the other Paladin keeps his powers, then yours must be wrong about torture being evil. If yours keeps his powers, then he is wrong about your actions being evil

If you are both right, then the gods just provide powers to anyone who knows the right gestures, incantations and rituals and divine casters are just wizards/sorcerers by another name. This, to me, makes Paladins akin to Warlocks as well – both have powers granted from other beings and, once granted, they can never be lost.

On the second, if N'raac as GM believes that killing in defence of others is never good, then a paladin who keeps doing that will probably drift away from LG towards LN. If the GM "addresses" this with the player, that strikes me as pretty close to the GM telling the player how to play a paladin. The player has two choices: stop playing a paladin; or play a paladin in the way the GM thinks is fitting. To me, this is no different from the GM telling the player of the thief that his/her PC is not sneaky enough, and so is going to have to forcibly change class to a fighter (but one who forevermore can use only leather armour).

You are conflating player with game role. I no more have to bring my personal morality to the table as GM than I as a player must share my character’s belief system. If I plan on defining “killing in defense” as wrong, that is a huge change in the underlying assumptions of the game, so this should clearly be stated explicitly to the players as a setting conceit well before we start the game. The Zeitgeist setting places characters in the role of special investigators in a quasi-police force, and suggests mitigation or elimination of penalties for striking non-lethally to encourage that approach. While defensive violence is not an issue for alignment in that case, it is more discouraged by the setting than is typically the case, so that is communicated up front. [IIRC, it’s an option, not a setting requirement, but the up front communication is the key.]

Now, in my view at least, a paladin cannot be a utilitarian and be remotely consistent with the archetype. A paladin believes in providence; utilitarianism is about as anti-providential as a moral outlook can get. (At least in its formal structure; its adherents are often prone to Whiggish optimism.) So a paladin who chooses (say) to kill an innocent in order to stave of catastrophe has already committed the greatest error possible - s/he has doubted that providence will deliver, and in a failure of humility has assumed that it is him/her rather than the deity who has to weigh and measure all the consequences of everyone's actions. But the central evil here, at least from the point of view of character drama, is not the killing of the innocent but the betrayal of faith and the error of pride.

That's my take on things, at least. But let's put that to one side, and suppose that, for whatever reason - perhaps the gameworld is REH-style and providence isn't part of it - the paladin character really is correct to believe that but for his/her "evil" act then catastrophe will ensue. Then why should she fall? Why are we fetishising a list of taboo actions, which apparently have no grounding in actual value or right conduct (because, in this case, upholding value and principles of right conduct requires doing the "evil" thing)? And why would those "compassionate" people who are too sentimental to actually do what is required (perhaps they're also to squeamish to amputate a gangrenous limb!) be regarded as "good"? Self-indulgent sentimentality is itself a vice.

Once again ignoring the real world ethical philosophy issues, at least to the extent possible, did we set out to play a game where providence is real, or an REH model sword & sorcery world? Which choice would be made in the realm of alignments would depend on the desired tone of the game. Similarly, my “Saturday Morning Cartoon” morality game would be much less accepting of defensive violence than a typical D&D game (or action movie). The alignment rules as written, and taken in context, presuppose a certain tone.

And for an example of this scenario actually playing out within the D&D canon, I point to Sturm Brightblade in the Dragonlance Chronicles, who realised that the Knights of Solamnia's fetishisation of their rules was actually preventing them from doing good. Those books, at least, took this as evidence that Sturm was a better knight, not a fallen one.

Better Knight, or better Paladin? The two need not be the same.

Again, not interested in modern ethical philosophy. The group should come to a decision on what level of violence in defense of self and others is acceptable at this table, in this game world, without needing a degree in philosophy to play (unless, I suppose, the theme and tone of your game requires a degree in ethical philosophy to play).

For someone who has said he does not want to bring his day job to the gaming table, it sure shows up a lot in your discussions of the gaming table.
 

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That's my take on things, at least. But let's put that to one side, and suppose that, for whatever reason - perhaps the gameworld is REH-style and providence isn't part of it - the paladin character really is correct to believe that but for his/her "evil" act then catastrophe will ensue. Then why should she fall? Why are we fetishising a list of taboo actions, which apparently have no grounding in actual value or right conduct (because, in this case, upholding value and principles of right conduct requires doing the "evil" thing)? And why would those "compassionate" people who are too sentimental to actually do what is required (perhaps they're also to squeamish to amputate a gangrenous limb!) be regarded as "good"? Self-indulgent sentimentality is itself a vice.

Because the source of the power lies within the precepts defined by good and it withdraws if the recipient commits an act within the precepts of evil -- I see no reason to present these forces as intelligent. They are in effect forms of elemental forces found in the D&D universe. Committing an action inside the precept of evil breaks the tie between paladin and the force. Is does not ponder motive; it does not accept excuse; it is deaf to rationalisation. The fragility is part and parcel of the ceremony establishing the state of grace.

As to can a good outlook be a vice, that goes back to [MENTION=6668292]JamesonCourage[/MENTION]'s "Can evil be good?" exploration. Is a paladin with his outlook the best choice for every mission? No. He has an allegiance to something above and beyond most people -- a bond that restricts him from taking certain steps no matter how convenient or obvious.
 

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