AD&D had very hard and fast rules on this - the paladin is forevermore a fighter. I think 3E does also.There are no hard and fast rules of how deities react or punish allowing for DM creativity to shine through
AD&D had very hard and fast rules on this - the paladin is forevermore a fighter. I think 3E does also.There are no hard and fast rules of how deities react or punish allowing for DM creativity to shine through
AD&D had very hard and fast rules on this - the paladin is forevermore a fighter. I think 3E does also.
The way I see it, there are two major issues with alignment and they are both shown in this thread:
1. Disagreement between the Player and the DM
If you swim way upthread in this thread, you'll see a discussion between [MENTION=4937]Celebrim[/MENTION] and the OP where Celebrim flat out states that the OP does not understand and is misinterpreting alignment. Ok, fair enough, that's his opinion.
Now, imagine a situation where Hypothetical Celebrim is the player and our OP is the DM. According to most in this thread, it is the DM who determines what alignment is in the game. I've seen that repeated a number of times that it is absolutely the DM who makes the determination.
"The way The way I see it, there are two major issues with rules and they are both shown in this thread:
1. Disagreement between the Player and the DM
If you swim way upthread in this thread, you'll see a discussion between [MENTION=4937]Celebrim[/MENTION] and the OP where Celebrim flat out states that the OP does not understand and is misinterpreting the rules. Ok, fair enough, that's his opinion.
Now, imagine a situation where Hypothetical Celebrim is the player and our OP is the DM. According to most in this thread, it is the DM who determines what the rules are in the game. I've seen that repeated a number of times that it is absolutely the DM who makes the determination."
Which means, in this hypothetical situation, that Celebrim is 100% wrong. He's flat out wrong. The DM has determined that X is a good/evil issue and he is the final word on the matter. So, what are our Hypothetical Celebrim's choices?
a) Suck it up, and continue playing, even though he strongly disagrees with the DM. I can't see how this is adding to Celebrim's enjoyment of this game.
b) Quit the game. Again, I'm failing to see how alignment has contributed to the enjoyment of the game.
c) Argue and fight with the DM, causing all sorts of table drama. Now our Hypothetical Celebrim is a bad player and the Hypothetical DM comes on EN World to complain about him and get all sorts of sympathetic pats on the back from En World Posters who feel that the DM is never wrong.
Again, in none of these situations is alignment helping to make a better game.
2. Players need to be forced to play their characters
This one I find even more problematic. Alignment gives DM's a honking great big lever into the personality of a PC.
The Dm is effectively telling the player, "No, sorry, you don't know how to play your character right, and I'm going to punish you for it by invoking the game mechanics." And the player has zero recourse here.
If your players are playing their character in a manner that you, the DM, feel is inappropriate, my gut reaction is, well... too bad. That's their character, not yours. It is not your job to judge how someone plays their character. And it's certainly not your job to tell your players that they are playing their character wrong.
You seem very concerned about these episodes of play that simply don't come up in my games.
I mean, if it's obvioust to everyone that tearing the throat out of the child is at odds with the paladin's obligations, what makes you think the player of a paladin would declare such an action?
I don't see how it makes the game a better experience for the GM to unilaterally change the numbers on a PC sheet such that the player no longer has a mechanically adequate vehicle for engaging with the stakes that are currently at play in the unfolding campaign.
The article doesn't work on a theory of moral relativism. It doesn't adopt any meta-ethical theory.
To the extent that D&D's traditional alignment system is itself moral relativist in the way you describe, that is a reason - as I have posted already upthread - that it is an obstacle to my game.
Arthur's has at least two - god and the devil - and three if you regard Merlin as an otherworldly power distinct from both of those. Aragorn's also has at least two - Iluvitar and the Valar vs Melkor and Sauron.
Second, and more significantly, if my players have come to a fundamental disagreement over what their common god requires, why would I, as GM, step in and by stipulation tell them how to resolve their disagreement? This is the crux of playing an RPG. They can sort it out themselves, resorting - in the end, and within the limits of the system - to the action resolution mechanics.
The same thing could happen if the PCs found themselves arguing with the Raven Queen.
But the way 4e is structured, that wouldn't happen until epic levels. At which point the PCs are themselves epic beings - in my game one is a demigod, another a Marshall of Letherna, another a Sage of Ages. If they found themselves turning on the Raven Queen, taking the view that they could better uphold her ideals than she can, that would be the sort of stuff that awesome games are made of. And why would anyone expect them to lose their powers at that point? They would have staked their claim as autonomous epic beings.
This is where I feel you are failing to understand the basic reason why I find alignment an obstacle to my desired play experience. You keep positing these scenarios intending to show why the GM has to step in. But I don't play RPGs in order to have the GM step in. I play RPGs in order to have the players make decisions. If the players find themselves bringing their PCs into the sor of conflict you describe, well, c'est la vie. Apart from anything else, it shows they're immersed in and committing themselves to the fiction!
Who is this "lot of us" you speak of?
The issue here is though, that you have zero choice here. You don't cede anything. You were never given the option in the first place. The rules place all of the power in the hands of the DM, full stop.
Who is this "lot of us" you speak of?
The issue here is though, that you have zero choice here. You don't cede anything. You were never given the option in the first place. The rules place all of the power in the hands of the DM, full stop.
Now, if it was an option that would be different. If I sit down at the table, and the DM says, "Ok, we have two options here - 1. I make all the decisions regarding alignment or 2. alignment decisions are made by the players. I want to play 1. What do you want?"
If I agree to that, then it's entirely on me. I have no room to complain. If I don't agree, then I can either bow out of the game, or the table can come to some sort of compromise. Either way, everyone at the table is happy.
But, the way it's laid out now, there are no choices. Besides Play or Not Play I suppose.
For what it is worth I will sign up for this "lot of us", not that we have actual numbers, but from the gaming circles I've see they all bend to the DM's interpretation of alignment.
Also from what I have seen the players and the DMs do not strongly disagree where they are exactly polar opposites.
I find the non-alignment loving crowd on this thread to be rather exaggerated in their interpretation of how the alignment crowd roleplays.
When the question of whether an action or a series of actions affects alignment a discussion normally ensues and a reasonable consensus is reached at the table and USUALLY prior to the action being performed. There are no major disagreements and generally everyone is on the same page. The player is given the opportunity to motivate and justify his position and generally everyone at the table has their say, but the DM has the final word. Some players purposefully make their character perform a questionable action due to the circumstances of the story -perhaps it would improve the roleplay narrative or they think something within the story broke their characters resolve...whatever.
The rules always did place the power in the DMs hands. This is a not a new concept, and might I add a bad DM is a bad DM no matter what the rules say.
I do not see this as necessary. The DM sets the ENTIRE setting - deities, land, law, races, classes, customs, history, adventures, monsters, conflicts, difficulty on tasks... I do not see why it has to be any different for alignment.
The OP claimed the confusion was in the rules. I claimed that the confusion was in the interpreter of the rules.
I would suggest that the failure of 40 years' experience with these rules to add much clarity or resolution to alignment debates of any type is indicative that indeed, confusion lies within the rules. ....which certainly doesn't mean that the interpreters of said rules are any better off.
Read the topic of the thread. It is “Do alignments improve the gaming experience”. It may surprise you to learn that “your games” or even “your gaming philosophy” falls well short of “the gaming experience”.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.