My preference is that a character be honourable because the character is honourable, not because he is bribed to be honourable by having mechanics that result in his best interests being inevitably served by being honourable.
This doesn't make much sense to me - the character doesn't have any mechanics! The character exists in a fiction in which people walk and talk and cast spells like in LotR, not a bizarre d20-verse like OotS!
If you're saying that it's bad design to have a class that gives the
player mechanical advantages for playing an honourable character, then why have the paladin class at all? I mean, that's part of what the original class design of the paladin was about - you'll be tougher than a normal fighter, but you have these disadvantages which - under the prevailing play assumptions of the day - will act as a balancing factor. (I even though that you and [MENTION=48965]Imaro[/MENTION] had argued upthread that allowing the player of a paladin to keep his/her PC abilities while having his/her PC act dishonourably would unbalance the game - which seems to be an argument for bribing players to play honourably!)
But anyway, I don't think it's a bad thing that the design of the paladin class create mechanical incentives for honourable play any more than that the design of the fighter class create mechanical incentives for resolving conflict via violent means, or the design of the MU class create mechanical incentives for overcoming problems by the casting of spells (weren't these things build into the 2nd ed AD&D XP system?).
That's not to say that
any system that creates such incentives is desired by me. For instance, I don't want mechanical alignment. But I'm very fond of the way 4e does it.
pemerton said:
Much as the loss of a Paladin's abilities outside 4e is inherently capable of occurring based on the rules for that class.
I'm not confused about what the published rules are. I'm saying that I don't like them, and on those occasions when I GM pre-4e D&D (quite rare since the mid-90s) I don't use this particular aspect of them.
it has been stated numerous times upthread that a Paladin's player should not be surprised, but should have ample warning that the actions the character is taking carry the risk of losing Paladin status, so there is no difference here between your adjudication and the adjudication of the Paladin's compliance with his alignment restrictions.
I've already stated, multiple times, what the difference is that matters to me: deciding that Vecna is angry is not an evaluative or expressive judgement; deciding that a player's action declaration is evil is such a judgement; and I don't want to engage in the task of judging my players play in that way as part of refereeing my game.
Upthread, I had this exchange with Imaro:
pemerton said:
Alignment mechanics require me to judge whether my player's action declaration for his/her PC was good or evil.
No they require you to determine whether a character's actions are consistent with those a particular deity or cosmological force would deem to be in accordance with their concept of good or evil...
pemerton said:
Deciding that Vecna is angered by a decision to thwart him does not require any such judgement.
No but you still determine how this deity feels about a particular action... which is exactly what you are doing with alignment.
pemerton said:
These are different things.
How you chose to state them would make them appear to be... but they really aren't that different.
I assume you agree with Imaro - that is, you don't see any meaningful difference between deciding that a god is angry because his desire for power was thwarted, and judging that a player has violated his/her PC's alignment. Perhaps that is because you agree with Imaro that judging alignment violation does not require judging whether a player's declared action is good or evil, but rather requires judging whether a deity or other power would deem it to accord with its concept of good or evil.
I don't have the same conception of alignment as Imaro and (I believe) you. Nowhere in any D&D rulebook that I've read is "good" defined as "What Asmodeus believes to be good" or "What Pelor believes to be good". Nor have I ever seen evil defined in such terms. I have seen it defined as "respect for human (creature) rights", as "just that (ie good)", as "altruism", etc. None of these are words for describing the emotions and preferences of powerful beings. They are words for describing values and valuable things.
Also as I have said upthread, when I play a paladin I don't want to play a Faustian character who has made a pact. I want to play a paladin who is called to honour and to truth. (Not to some flawed or limited being's conception of honour and truth.) And when my players play paladins, I am not playing some NPC entity with whom they have made a pact. I want to see how they, as a fellow human being doing me the great honour of roleplaying with me, play out their conception of honour and truth. I am not going to sit there and judge their judgements as part of my adjudication of the game.
pemerton said:
You have consistently opposed removal or reduction of the mechanics which enable the Paladin to impact the fiction, but you are OK with removal or reduction of the mechanics which enable the Invoker to impact the fiction.
Do you also think that I don't use hit points? Or wound penalties/debuffs, when they apply?
We're all adults here, as far as I know, and I assume we're all capable of reading intelligently.
My principle reason for disliking alignment is the one I have just reiterated - it requires making judgements, as part of the refereeing of the game, that I have a strong desire not to make because they significantly impede my enjoyment of the game.
That reason would operate whatever the rulebooks said were the consequences for breaching alignment requirements.
A second reason for disliking alignment is that the actual consequences the rulebooks specify are things like losing XP, losing your class abilities and becoming little better than an NPC-class warrior of equal level (as I read the rules, d10 rather than d8 HD, plus a different but not noticeably better skill list). (You compared these upthread to undead level-draining - that's another mechanic I dislike and believe have never used in more than 30 years of GMing the game. I don't think I've ever come across it as a player either.)
You are now trying to tell me that I am inconsistent because, despite my dislike of these sorts of consequences, I have shut down a player's familiar (a modest game element inherently subject to being shut down under certain conditions as part of its overall balance) and artefact (an overpowered game element inherently subject to being shut down as part of its overall balance), in circumstances in which the player decided that his PC would stick the artefact in the imp rather than himself because he knew implanting it could be bad news! That's like saying I would be inconsistent if I'd had Vecna inflict 6d10 hp of damage on the PC (33 hp being a 25th level-appropriate hit's worth of damage).
I am quite ready to believe that the difference, which is fundamental to me, between deciding that Vecna is angry and deciding that a player has declared an evil action, may be invisible to you and Imaro. It's already obvious to me that you have different aesthetic sensibilities from mine.
But I find it genuinely puzzling that anyone familiar with D&D mechanics would regard shutting down a familiar and an artefact for some (as yet) indeterminate amount of time as on a par with turning a paladin into a fighter (AD&D) or a weapon spec deprived fighter (AD&D 2nd ed) or a warrior with d10 HD (3E).
pemerton said:
The 4e PHB pp 89-90 characterises paladins thusly:
Paladins are indomitable warriors who’ve pledged their prowess to something greater than themselves. Paladins smite enemies with divine authority, bolster the courage of nearby companions, and radiate as if a beacon of inextinguishable hope. Paladins are transfigured on the field of battle, exemplars of divine ethos in action.
To you is given the responsibility to unflinchingly stand before an enemy’s charge, smiting them with your sword while protecting your allies with your sacrifice. Where others waver and wonder, your motivation is pure and simple, and your devotion is your strength. Where others scheme and steal, you take the high road, refusing to allow the illusions of temptation to dissuade you from your obligations.
Take up your blessed sword and sanctified shield, brave warrior, and charge forward to hallowed glory! . . .
As fervent crusaders in their chosen cause . . .
What strikes me is how poorly those words translate to following an unaligned deity.
Behold, to you is given the responsibility to unflinchingly stand before an enemy of indifference's charge, smiting them with your sword while protecting your allies with your sacrifice. Where others waver and wonder, your motivation is pure and simple, and your devotion to the path of unaligned indifference is your strength. Where others scheme and steal, and fight for the values they hold dear you take the high road, refusing to allow the illusions of right or wrong to dissuade you from your obligations to nothing whatsoever.
Take up your indifferent sword and unaligned shield, brave warrior, and charge forward to hallowed glory! . . .
As fervent crusaders in the chosen lack of a cause . . .
Seriously? A fervent crusader for the cause of unalignedness?
To me, this suggests that you are not familiar with 4e's actual characterisation of the various unaligned gods, and their injunctions to their followers. Here they are (PHB pp 21-22):
Corellon: Cultivate beauty in all that you do . . . [and t]hwart the followers of Lolth at every opportunity.
Erathis: Defend the light of civilisation against the encroaching darkness. . . Build machines, build cities, build empires.
Ioun: Be watchful at all times for the followers of Vecna, . . . [o]ppose their schemes, unmask their secrets, and blind them with the light of truth and reason.
Kord: Be stong, . . . Be brave and scorn cowardice . . . Prove your might in battle to win glory and renown.
Melora: Protect the wild places of the world from destruction . . . [and h]unt aberrant monsters and other abominations of nature.
The Raven Queen: Bring down the proud who try to cast off the chains of fate . . . [and w]atch for the cults of Orcus and stamp them out whenever they arise.
The only unaligned god for whom I find it at all hard to imagine a paladin based on their injunctions to worshippers is this one:
Sehanine: Follow your goals and seek your own destiny . . . avoiding the blazing light of zealous good and the utter darkness of evil. . . [L]et nothing tie you down.
But pp 22, 62 and 90 of the PHB also identify Sehanine as the god of love, and I can easily imagine a paladin dedicated to love.
None of these gods is a paragon of indifference. They all stand for values of some sort or another: beauty, civilisation, truth, prowess, nature, fate and love. Within the context of a fantasy adventure game, it makes sense to me that any of these might be worth fighting for.
if the players are role playing their professed alignments, mechanical alignment simply fades into the background, to be applied only where there is a problem that, really, should not exist. Now, that may well mean it does not add to play where all around the table are skilled role players, but all players are not equal in that skill, and even the best of us can certainly have our off days.
This is a pretty good characterisation of why I don't like mechanical alignment. It doesn't matter except when it is called upon to supplant the GM's judgement for the player's. (On the assumption that the "application" to those who "are not equal in that skill" comes from the GM.)
I notice though that you are still using DM judgement in deciding whether someone is playing their character well enough that they be allowed to remain at the table with you and your group
I noticed this when I was checking some posts upthread.
Deciding that I want to roleplay with someone is in much the same general category of decision-making as deciding whether I want to go to dinner with them, or accept their party invitation, or go to a movie with them. I will bring to bear all relevant considerations about the desirability of their company. This sort of judgement has - as far as I can see - no bearing on or relation to the judgements that are involved in adjudicating mechanical alignment.
In deciding whether or not to go to a gallery with someone I might take into account his/her taste in art. (Eg I would be hesitant to go to MoMA with someone who professes to hate all 20th century art.) Once we're there, though, I am not going to oblige him/her to filter all his/her comments on the works we're looking at through my own preferences before deeming those comments acceptable or not.