Do alignments improve the gaming experience?

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But, hang on, how is "I the player determine the code for my paladin and then play that character to that code" any more subjective (or less) than, "My DM hands me a code for my paladin and then I play that character to that code"?

In either case, it's still an entirely morally subjective paladin, it's just that instead of the player getting to determine his character, he's being told by the DM how to play his character.

You're creating a strawman here since we aren't discussing just the creation of the code... we are discussing it's enforcement as well as its mechanical ramifications in the game and who (GM or player)should control that aspect. You want to create your own code, judge whether you are following it correctly or not, and decide whether there are ramifications for breaking it or not... that is where we get into the realm of what I consider morally subjective paladins because now a player who is playing a paladin can justify nearly any action since it's his code and he's also in charge of deciding whether he has violated it and whether he should be punished.

It's why a particular police officers isn't also singularly in charge of creating laws, deciding if he's committed a crime concerning said laws, and also in charge of sentencing himself if he decides he has broken the law. the law is outside of him and he is not entrusted to create the law, decide whether he has broken it or not and/or what his punishment should be... even though he is charged with following and upholding the law.

As to the difference, I've already discussed it. No participant in the game can be totally objective but the GM is the closest we get to that because, assuming he is a competent and good GM, he is not advocating for any one particular player over the well being of the game itself. A single player though has a much higher impetus to advocate for himself than the other players, the game or anything else.
 

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Look at @Herchel's example, I can easily see why alignment is an issue.

For you that are saying alignment is a necessary part of D&D, and the DM determines alignment, then any action the players take will be judged by the DM's interpretation of alignment. If the DM has decided that helping one group is the "evil" choice, then a paladin, despite the player honestly believing that he is making the morally correct decision, can have all his character abilities stripped away. The player has "chosen badly" and essentially loses his character because of it.

I'd much prefer that the player's interpretation be held as the standard. Again, this isn't about bad DMing. It's not.

Yes, it is about bad GMing. IT DEFINITELY IS. Any GM that can look at the scenario [MENTION=78357]Herschel[/MENTION] presented and conclude that it is categorically "right" or "wrong" to help one of those groups is a bad GM. The scenario is painted, quite deliberately, with a great deal of moral ambiguity. With no clear "right" answer, no answer can be "wrong".

Further, you continue to present the alignment system as encouraging, if not requiring, the GM to leap up and yell GOTCHA! NO MORE PALADIN!! No one has suggested that as appropriate play. That is also a "Bad GMing" example. A GM seeing a Paladin about to "knowingly commit an evil act" should be making that view clear to the player, and discussing any alternative interpretations.

We've seen multiple examples in this thread of differing opinions on the alignment of different acts. And, again, we're not talking about variations on a theme here, we're talking about two people looking at the same information and making exact opposite judgements.

I am old and forgetful. Why don't you cite the actions where there has been legitimate disagreement over whether they are evil, and where it has been suggested a character's alignment would change (or Paladinhood be lost - a much lesser test as it requires only one knowing evil act) as a result of that single action.
 

The idea that because the player is advocating for his character, he will then "cheat" by bypassing restrictions is not someone I want at my table. If a player is choosing a character with a strong code of behaviour, then presumably he wants to play that character FOR that code of behaviour. It's not like he's getting anything else out of the deal. @Imaro mentions paladins being able to call in aid from their religious affiliation. That's very campaign dependent, number one, but, then again, it's not limited to any class either. Nor is it actually built into the paladin or cleric class.

You keep presenting this side of the argument like the player has to be planning to circumvent the code from day one... but that isn't necessarily the case. It was presented earlier that a multitude of situations could cause a player in a desperate situation or difficult circumstance to find it more convenient to skirt around or even ignore his code... And in a game where you leave it up to him to define his code, determine whether he violated his code and decide whether he will or won't be punished for it... you can't really call it "cheating" if he just chooses the easy route when it's convenient.

As to your other point I think it is built into both the paladin and cleric class... especially since they are giving up some of their freedom, both in their acceptable behavior and in who they can and can't have alliances with (and yes being the follower of a deity or cosmic force would imply that you are an ally with it and it's followers) in order to leverage those fictional accouterments.

Why can't my barbarian leverage his tribe for aid? Why is my fighter completely isolated? Can't he leverage anything in his background to gain help? Can't my rogue character belong to a group? My wizard is apparently entirely self taught and cannot gain aid? Why are paladins or clerics any different? There's nothing specific in the class that says any of the advantages that Imaro claims are inherent to the class. Again, the divine classes don't even need to belong to an organised religion at all.

I'm sorry is there a point in character creation where a barbarian, by the books, has to declare a particular tribe to be a member of that puts restrictions on his behavior, forges automatic alliances and also creates automatic enemies as well? Is this the case for any other classes?? Then yeah there is something specific to the divine classes that is absent from the others.
 


Yes, it is about bad GMing. IT DEFINITELY IS. Any GM that can look at the scenario <!-- BEGIN TEMPLATE: dbtech_usertag_mention -->
@<a href="http://www.enworld.org/forum/member.php?u=78357" target="_blank">Herschel
<!-- END TEMPLATE: dbtech_usertag_mention --> presented and conclude that it is categorically "right" or "wrong" to help one of those groups is a bad GM. The scenario is painted, quite deliberately, with a great deal of moral ambiguity. With no clear "right" answer, no answer can be "wrong"e

How can there be a coherent and consistent adjudication of alignment if the DM refuses to decide if something is good or evil?
 

Well if you've been doing it for decades... apparently alignment didn't stop you so...
Presumably you're aware that people have been playing D&D without alignment for decades. The first article I know of discussing the issue was published in Dragon 101 (from 1985), but it's not like that article sprang into existence with no connection to anyone's prior experience.

You're creating a strawman here since we aren't discussing just the creation of the code... we are discussing it's enforcement as well as its mechanical ramifications in the game and who (GM or player)should control that aspect. You want to create your own code, judge whether you are following it correctly or not, and decide whether there are ramifications for breaking it or not... that is where we get into the realm of what I consider morally subjective paladins because now a player who is playing a paladin can justify nearly any action since it's his code and he's also in charge of deciding whether he has violated it and whether he should be punished.

It's why a particular police officers isn't also singularly in charge of creating laws, deciding if he's committed a crime concerning said laws, and also in charge of sentencing himself if he decides he has broken the law.
I find this odd.

No one is talking about the paladin being the author of his/her own obligations. That is the precise opposite of a paladin, and very close to REH's Conan. I (and [MENTION=22779]Hussar[/MENTION]) am talking about the player of the paladin being the author of his/her PC's obligations within the fiction. The obligations, within the fiction, don't become less real just because they're authored by participant X rather than participant Y. It's not as if the moral obligations on Aragorn would have become more objective or more stringent if Tolkien had given those bits to someone else to write!

The comparison to the police officer is also a bit odd. The player of the paladin - at least in my game, which is not Gygaxian - is not in an institutional setting creating standing temptations to abuse of power by shaping norms and standards one way rather than another. The player has no advantage to gain by being the author of his/her PC and of the standards to which that PC is held. Those decisions make a huge aesthetic difference; they don't make it more or less likely that the player will win the game.

Wait so there's no advantage to being a paladin of say Bahamut, that can call on aid from those who follow him

<snip>

The fact that you are a champion of a deity with followers and an organized religion is an advantage in and of itself that is only fictionally guaranteed for certain classes... because they follow the edicts of said deity.

<snip>

Do fighter's automatically have an organization built into their fiction that they can use to their advantage if not what's the balancing factor of this?
Imaro[/MENTION] mentions paladins being able to call in aid from their religious affiliation. That's very campaign dependent, number one, but, then again, it's not limited to any class either. Nor is it actually built into the paladin or cleric class.

Why can't my barbarian leverage his tribe for aid? Why is my fighter completely isolated? Can't he leverage anything in his background to gain help? Can't my rogue character belong to a group? My wizard is apparently entirely self taught and cannot gain aid? Why are paladins or clerics any different? There's nothing specific in the class that says any of the advantages that Imaro claims are inherent to the class. Again, the divine classes don't even need to belong to an organised religion at all.
Hussar gives a sufficient answer here. It has never occurred to me that organisational membership is some distinctive advantage that paladins and clerics enjoy, and other PCs lack. (Outside of certain mechanical expressions of it, like the discount clerics gain when building a stronghold in classic D&D.)

A cleric might be a wild hermit; a paladin a Joan-of-Arc-ish type whose calling is received independently of the hierarchy. A fighter might be a member of a military order like the Knights of the Watch. Many wizards in my games have been members of wizard guilds or colleges.

Anyway, I've never met one of these players whose paladin rips babies' throats but who also expects to walk into the temple of Bahamut in good standing. It's just not a thing I've ever encountered.

A fighter has no restrictions on alignment that would stop him from exploring and/or forming his own ideas of what the different ideas mean. The difference is that some classes (paladins, clerics, etc.) have accepted a pre-defined definition of what these alignments mean already
Two things.

First, how is the player of a fighter free to form his/her own ideas about alignment? Won't a quick Detect Evil or Holy Word set him/her straight?

Second, what you say is "the difference" about some classes is precisely why alignment is an impediment to my play experience. I don't want those classes to be different in that respect. I want the difference between playing a paladin and playing a fighter being that one involves a divine calling and the other does not; not that one involves having to get advice from the GM on how to play your PC and the other does not.

What does alignment have to do with the preferences that you attribute at the end of your posts? Are you saying that only those that don't use alignment would want to deal with a situation like this?
I can see people who use alignment, as well as those who don't, playing through the scenario presented without much trouble.
The point I took away is that alignment has nothing to contribute to running that scenario.

If alignment doesn't provide any answers, then it is not doing its job of providing guidelines. Hence on that assumption it is redundant, and those who use alignment would play through the scenario no differently from those who don't use it.

Conversely, if answers to the scenario are simply read of alignment descriptors as interpreted by the GM, then the GM has resolved the scenario before the players even engage it. Hence, on this alternative assumption, alignment makes the scenario pointless from [MENTION=78357]Herschel[/MENTION]'s point of view. But either way, alignment is making no contribution to running the scenario.

Any GM that can look at the scenario Herschel presented and conclude that it is categorically "right" or "wrong" to help one of those groups is a bad GM. The scenario is painted, quite deliberately, with a great deal of moral ambiguity. With no clear "right" answer, no answer can be "wrong".

<snip>

A GM seeing a Paladin about to "knowingly commit an evil act" should be making that view clear to the player, and discussing any alternative interpretations.
Here we see the two alternatives I mentioned both being asserted.

If alignment makes no difference to the players' choices for their PCs in engaging the scenario, then it is redundant.

If alignment does make a difference - if the GM has to give the player of the paladin advice on how his/her PC should or should not engage the scenario - then the scenario itself fails to serve the point that I think [MENTION=78357]Herschel[/MENTION] intended, namely, of forcing the players to make certain sorts of evaluative choices.

There might still be a different point to playing the scenario: the paladin player might have a harder time of it, for instance, if certain options are off the table because the GM has advised that they would count as evil. This is how alignment makes a contribution to Gygaxian play. But I don't think that's the approach to the scenario that Herschel had in mind.

Of course [MENTION=78357]Herschel[/MENTION] is free to correct me if I've misunderstood.
 

do you acknowledge and agree that it is possible someone might FULLY UNDERSTAND your point while still DISAGREEING with it?
Not really, no. I don't really accept that someone can understand my claim that alignment is an impediment to my play experience yet disagree with it. Because how would you know better than me what I enjoy in RPGing? How would you know better than me what is the nature of my experience? How would you know better than me whether or not it is a burden on my enjoyment of the game to use a mechanic that obliges me to judge whether or not my players' play of their PCs adheres to some evaluative standards that I am stipulating and applying?

You might understand my claim but be puzzled by it. But I don't see how you could have any evidential basis for denying it!

I maintain that the "great moments in role playing" you cite as being impossible if we use alignment are perfectly possible in games where alignment is used
I have never disputed that those fictional events, or similar ones, might not arise in someone else's game. In an extreme railroad, for instance, the GM might simply bring them all about via fiat and dominant narration.

But that doesn't prove that I would enjoy the railroaded game! What you sneeringly dismiss as my "great moments in roleplaying" are fond memories for me not simply because of the fiction that was created but because of the manner, the dynamics, the experience of its creation. The surprise. The shock. The tension. The horror. And all those things - the emotional response that make roleplaying a pleasure for me - would be different were mechanical alignment in play. As you yourself indicated upthread, I would have to do things like decide whether or not the PC who sacrificed his friend and companion was evil. And I've told you that having to make that judgement as part of refereeing the game undermines my pleasure in the game. So unless you think I'm lying about that, you yourself have to concede that, for me, the use of mechanical alignment would be an impediment to my play experience.

The mantra of yourself and Hussar seems to be "trust the players". But trust extends both ways - why is there no expectation that trust be extended to (and earned by) the GM?
I am predominantly a GM. So, by his own testimony, is [MENTION=22779]Hussar[/MENTION]. At least in my case, and I suspect in his also, my distaste for mechanical alignment does not spring from a lack of self-trust!

As I have mentioned several times, although you have not really acknowledged let alone engaged with it, one major pleasure for me in playing RPGs is seeing the players play their characters. This includes expressing and acting upon their evaluative conceptions of what it is fitting for their characters to do. I don't want to interfere with that. Hence I don't use mechanical alignment, which mandates that I interfere, by forming a view on whether or not the actions of the PCs are fitting from an evaluative point of view.

"Horrific Alignment Violations"
This, by the way, shows that you are missing my point. It's not about whether or not certain conduct would be an alignment violation. It's the fact that using alignment requires me to ask that question at all, to think about things in that way.

These examples seem to move further and further away from the setting of role playing games, but perhaps I have missed something in the movie itself. Can you clarify for me which of Rick, or Ilsa, or Victor Lazlo, or Captain Renault, or Ferrari you perceive as a cleric or Paladin who is empowered by one or more Deities or Philosophies of Justice, Righteousness and/or Purity with divine powers and grace, such that the moral evaluation in question might carry a significant mechanical implication?
I don't accept the premise of the question, because when I play D&D the moral evaluation of the conduct of a cleric or paladin PC does not carry a significant mechanical implication. That's a huge part, though not all of, not using mechanical alignment!

So asking whether Rick's conduct is honourable or not is no different from asking whether the paladin PC's conduct is honourable or not. Everyone can have an opinion; the player - as author of the PC - gets to actually write the character, though.

I think the player makes the decisions for his character. He does not decide how those decisions fit into the broader world in which he lives, so he does not judge whether those actions are Good or Evil, Lawful or Chaotic.

<snip>

He does not get to redefine the Universe

<snip>

A statement that this is not what "the cosmos", "the deity", or even "the GM" or "the table" believes, and that as such proceeding jeopardizes the character's alignment, Paladinhood and/or standing within the Church of the Holy and Merciful Deity of Justice and Righteousness seems not to be out of order here.
When I play D&D, the evaluative properties of a PC's action are not part of the universe. They are not part of how a choice fits into the broader world in which the PC lives. "The cosmos" does not have an opinion. That's part of what it means to play a game without using mechanical alignment!

The player has his PC flatter a dragon; it turns out that the dragon is pleased. That is an example of the player's decision for his PC fitting into the broader gameworld. It is determined by way of the action resolution mechanics.

But whether it was good or bad, fitting or improper that the player flatter the dragon; that is a metagame matter. It is something on which each particpant is free to form a view, and to which each participant is free to respond. Including the GM, of course: perhaps the next time the PC meets an angel, it chides him or her for flatterig the dragon! And of course, if the player remains confident that his/her PC did the right thing, s/he can choose to have his/her PC chide the angel back. That flows from the fact that each participant is free to evaluate and respond.

So that thing that you say does not seem to be out of order is out of order in my game. For the reasons I've given.

in pemerton's game, there would be no judgment of whether it was or was not good and moral.
You claim not to make any moral judgment on the action, but the simple fact you perceive the action as one which would merit such judgment indicates you have, in fact, evaluated it.
Of course I've evaluated it, in the sense of forming an opinion! But not in my role as referee. Not as part of the mechanical adjudication of the player's action. An onlooker might evaluate it to, but that wouldn't have any meaning from the point of view of the game rules.

Good implies respect for life and law includes respect for order. Does that mean a Paladin can't exist in a nation which has capital punishment?
I think you intend the question to be rhetorical, but my response is Why not? If a player wants to play a paladin with the conviction that capital punishment must be stamped out because it's an evil, why would I want to stop that?

Were the actions justified in the eyes of the character? Obviously. Were they justified in the eyes of the player? Maybe

<snip>

It seems you disagree. You seem to be of the view that this fellow, waving the corpse of the newborn in the air as its life's blood drips down his chin, should retain his Holy Aura gifted him by the Gods of Honour, Benevolence and Righteousness.
It doesn't strike me as obvious that the character thinks what s/he did is justified. But that's probably a tangential point.

The puzzle for me is why you think my opinion as GM is more important than that of the player. You seem to suppose that the player thinks what was done might have been unjustified. If that's so, why not let the player play out the consequences? And if the player really does believe it's justified, why is it so important that I override that opinion? How would that improve my game, in light of the play preferences I have expressed?

I would say more accurately that I suppose the ability of each player to independently define "good" as "whatever I want my character to do" and "evil" as "whatever I do not want my character to do" to indicate a moral vacuum in which the game takes place.
Tolkien gets to decide what counts as admirable for Aragorn, and gets to make his case. If you don't like his book - and many don't - write a critical review of it. If you don't like how I'm playing my PC, respond! I don't see what's so puzzling.

I mean, imagine you're in a book club. Reading LotR. And one person is arguing that Aragorn is a noble character, because he dedicates his life to a higher purpose, at great personal cost (eg to his romance with Arwen, to his material welfare), and sees it through. Another argues that Aragorn isn't admirable at all, except in some superficial and sentimental way, because the purpose for which he struggles is essentially reactionary. The book club doesn't need a referee to tell everyone which of these two pariticpants is right. They talk about it. They respond. Perhaps they let it go. Perhaps they decide to read some REH Conan to get another perspective on kingship within the fantasy genre. That's what playing an RPG is like, for me at least.

Is the bookclub a moral vacuum? I'm not seeing it. Likewise the RPGing.

Remaining true to your principals can, and often should, have a cost.
For a PC to remain true to his/her principals may often have a cost, yes. This is a staple of drama. But it doesn't follow that playing a PC who remains true to his/her principles should be more costly (= less fun? I'm not sure what the accounting unit is for hobby gaming) to the player. It wasn't more costly for Tolkien to author the bits about Aragorn, who stayed true to his principles, than the bits about Saruman, who did not.

I do see a lot of predestination in the whole plotline, which is not what I typically see in a good game. Do you see Siegfried has having an alternative choice of being a lawful servant of the Gods? Do you perhaps perceive Wotan empowering him as a True Servant of the Primal Order?
I don't know what you mean by "True Servant of the Primal Order".

I also don't see why predestination can't be a very important part of an RPG plot. It seems likely, in my current 4e game, that the whole raison d'etre of the deva/invoker's long existence is to do something significant with the Rod of Seven Parts. Of course, what exactly that might be isn't clear yet because the game is still going, but that doesn't mean that whatever it ends up being wasn't, within the fiction, predestined!

The author does not create characters from vacuum. He has a vision of the character, with history and upcoming events which fit within his story for the character.

<snip>

It is a well realized character who "authors himself", and it happens only when the author has a well-realized character whose "preconception of what [the character] is (or is not) capable of."
I don't see anything here about descriptors. And the bit about preconceptions seems to imply that a character who is authoring him-/herself could never do anything that the author didn't anticipate from the outset.

Imaro, it seems we have been playing the game HORRIBLY WRONG all these years.
There seems to be some confusion here. And perhaps some projection. I'm not saying, and have never asserted, that alignment is not valuable to your play experience. I have simply asserted that it is an impediment to mine. And you are the one trying to tell me that I'm wrong about that.
 
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Presumably you're aware that people have been playing D&D without alignment for decades. The first article I know of discussing the issue was published in Dragon 101 (from 1985), but it's not like that article sprang into existence with no connection to anyone's prior experience.

So you are agreeing with me??

I find this odd.

No one is talking about the paladin being the author of his/her own obligations. That is the precise opposite of a paladin, and very close to REH's Conan. I (and @Hussar) am talking about the player of the paladin being the author of his/her PC's obligations within the fiction. The obligations, within the fiction, don't become less real just because they're authored by participant X rather than participant Y. It's not as if the moral obligations on Aragorn would have become more objective or more stringent if Tolkien had given those bits to someone else to write!

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... but to be precise I am speaking to the player of the paladin authoring the code, deciding whether it has been broken and deciding whether the paladin, his character, is punished because of breaking it, that should clear that up.

Now, where do I make this argument about the code being more "real"... the judgement of the code does become more objective (I never used the word "real" and I'm not even sure what it means in this context) if an outside party (presumably a good DM advocating for the fun of the entire group as opposed to a single player) judges whether it is being followed.


The comparison to the police officer is also a bit odd. The player of the paladin - at least in my game, which is not Gygaxian - is not in an institutional setting creating standing temptations to abuse of power by shaping norms and standards one way rather than another. The player has no advantage to gain by being the author of his/her PC and of the standards to which that PC is held. Those decisions make a huge aesthetic difference; they don't make it more or less likely that the player will win the game.

Again, he has the power of an organization, cosmological force (and it's allies) or whatever behind him. You seem to assume everyone wants or likes playing ion your style where there is no gamism, and yet even your favorite edition 4e was used for mostly gamist play in both encounters and lair assault by the company who produced it. What I didn't see promoted by the company was your style of play so I'm not so sure you're in any type of majority when it comes to the average D&D player or campaign. So I'd say for most people their character surviving and gaining treasure and levels is their goal, regardless of how you see it. ANd yes disregarding a code of chivalry or honor when inconvenient does make a player more likely to garner those things.

Hussar gives a sufficient answer here. It has never occurred to me that organisational membership is some distinctive advantage that paladins and clerics enjoy, and other PCs lack. (Outside of certain mechanical expressions of it, like the discount clerics gain when building a stronghold in classic D&D.)

I may be wrong here but I distinctly remember (in my limited play of pre-3e D&D) in modules where a discount on healing, potions, scrolls, etc. was gained by players of clerics whose beliefs coincided with a particular temple. Perhaps someone with more experience could chime in with their own experiences, was this common in adventure modules?

As far as 3e goes, here are some excerpts that if not outright stating it, strongly imply that in certain situations the paladin and cleric classes can bring their organizational ties to bear in certain situations...

PHB pg. 29

"Clerics sometimes receive orders or at least suggestions from their ecclesiastical superiors directing them to undertake missions for the church. They and their companions are compensated fairly for these missions, and the church may be especially generous with casting of spells and divine magic items as payment..."

PHB pg. 41

"All paladins regardless of background recognize in each other an eternal bond that transcends culture, race and even religion. Any two paladins, even from opposites sides of the world, consider themselves comrades..."

DMG pg. 43

"Most clerics have an organizational structure built right into their class... Religions have hierarchies, and each cleric has his place within it..."

DMG pg. 44

"Paladins are knights , working for their church or within their knightly order..."

These two classes differ from the other class descriptions in the section of the 3e DMG because they are automatically assumed to be part of an organization while the other could be but it is not an assumption of the game, in other words ...

can other classes join organizations? Sure if the DM allows it, but it is not an assumed part of their background.


A cleric might be a wild hermit; a paladin a Joan-of-Arc-ish type whose calling is received independently of the hierarchy. A fighter might be a member of a military order like the Knights of the Watch. Many wizards in my games have been members of wizard guilds or colleges.

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, not what can happen in any one particular campaign. A cleric or paladin could choose to follow no god, eschew all ties to organizations and travel the world as a true lonewolf... but the games assumptions are based on them belonging to organizations.

Anyway, I've never met one of these players whose paladin rips babies' throats but who also expects to walk into the temple of Bahamut in good standing. It's just not a thing I've ever encountered.

Shrug, 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?

Two things.

First, how is the player of a fighter free to form his/her own ideas about alignment? Won't a quick Detect Evil or Holy Word set him/her straight?

No, that's all trickery and mumbo jumbo to the fighter... how does the fighter know it was really detect good or detect evil cast on him? How does he know it wasn't a trick? How does he know the spell granted by this particular deity isn't biased, or the magical formulae on that scroll isn't flawed?

Second, what you say is "the difference" about some classes is precisely why alignment is an impediment to my play experience. I don't want those classes to be different in that respect. I want the difference between playing a paladin and playing a fighter being that one involves a divine calling and the other does not; not that one involves having to get advice from the GM on how to play your PC and the other does not.

Why is having a divine calling and getting guidance from the DM on what the divine entails in his campaign world mutually exclusive for you? let's say I created a campaign world where one of the things the PC's could discover about the world was that the gods were really ancient super-computers that occasionally malfunctioned or had glitches... If I don't want the players to know what the divine is but it is a tangible and aware force how do I do that when the PC's are creating the divine themselves? You know what, never mind I forgot you also don't play exploration based games with secret back story... Yeah the more I think about it the more I think that I don't necessarily want a D&D that ascribes to the narrow play style that you seem to favor.

In fact, just as you have told us you have no interest in playing in the style we like for D&D when it comes to alignment, let me say I don't care if it's an impediment to your style, especially since in this very thread you commented on how people have been removing it and getting on with their games for decades. I'm not trying to convince you of anything anymore, you've made it clear that your argument boils down to I don't like it and nothing you say can convince me to... so really at this point I find it an interesting enough discussion... for now... but I am really not trying to convince you to see things my way anymore...


The point I took away is that alignment has nothing to contribute to running that scenario.

We'd only discover this in actual play... right? Putting that aside I think your interpretation is wrong. [MENTION=78357]Herschel[/MENTION] was supposed to be providing a morally complex scenario that [MENTION=6688277]Sadras[/MENTION] "simplistic" game morality (insinuated to be due at least in part to alignment use) wouldn't be able to handle... Of course he can correct me if I interpreted their back and forth wrong.

If alignment doesn't provide any answers, then it is not doing its job of providing guidelines. Hence on that assumption it is redundant, and those who use alignment would play through the scenario no differently from those who don't use it.

And this assumption is based on what exactly? For a paladin the broad guidelines of alignment could help him deal with the situation while for a sellsword with no allegiances alignment might contribute very little to the scenario... In other words only play with and without alignment would actually show us what the differences would be. I'm curious though, since you don't use alignment are you basing your assumptions on?

Conversely, if answers to the scenario are simply read of alignment descriptors as interpreted by the GM, then the GM has resolved the scenario before the players even engage it. Hence, on this alternative assumption, alignment makes the scenario pointless from @Herschel's point of view. But either way, alignment is making no contribution to running the scenario.

Please go read what the purpose of alignment is. Again we're back to either alignment is pointless with total freedom or a straight jacket as @N'raac said earlier only the opponents of alignment present it in this (IMO, incorrect) way.

Of course another option is... that this scenario does not represent a scenario in which alignment plays a big part... In the same way an encounter with opponents who are constructs minimizes a rogue's backstab... it is possible to build a scenario where alignment isn't playing a large part... though I'm not sure exactly what that proves??
 

I'm sorry is there a part of the book where a divine class has to be a member of anything?

No but it is an assumption that colors the text of the 3e PHB and DMG , just like wealth by level is an assumption of the game...


EDIT: Upon further reflection...

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

Clerics are servants and followers of a deity or adherents of a cosmological force... So I guess the answer is yes, they do have to be.
 
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No but it is an assumption that colors the text of the 3e PHB and DMG , just like wealth by level is an assumption of the game...


EDIT: Upon further reflection...

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

Clerics are servants and followers of a deity or adherents of a cosmological force... So I guess the answer is yes, they do have to be.

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)

Barbarians come from uncivilised lands or from barbaric tribes on the outskirts of civilisation... Barbarians share no bond unless (emphasis mine) they come from the same land or tribe

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?

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.

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. :/
 

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