First: Apparently you didn't read my post that well because I even stated that these rules can be overlooked in instances of wise or intelligent creatures. Dumb demons kill without regard for survival as they generally don't care as long as they are serving a "higher purpose" usually in the form of a Greater Demon or cause. Greater Demons are usually going to use "disposable minions" to serve their needs. I'd say the point makes itself but as evidenced by prior posts, I'm having better luck convincing a wall to stand aside.
Purpose and hierarchy are, again, concepts at odds with
chaos. Chaos is purposeless and unstructured. Purpose and structure are the hallmarks of
order.
Also, intelligence and wisdom seem to be carrying the workload of telling us how creatures behave here to a much greater extent than alignment (or at least, the Law/Chaos axis). That stupid characters do stupid things is entirely consistent. That chaotic characters behave predictably is not.
Second: Basically you just said that anytime some form of entity acts a certain way that can predictably be noted, it is no longer Chaotic. Demons can't be Chaotically Aligned because they quite predictably murder and bring darkness into the world? Are you daft or is it you don't know what you are talking about?
As I believe I've indicated before,
I do not use mechanical alignment. Whether something can or cannot be 'Chaotically Aligned' is irrelevant to me.
I am definitely not saying that no creature can follow the set of behaviours that you have described: it's a perfectly reasonable set of behaviours to use (well, in the sense of having a game character behave that way: I certainly wouldn't endorse them as a set of behaviours for use in real life).
What I'm saying is that to call that set of behaviours 'Chaotic' is unhelpful to anyone not steeped in D&D lore (and in agreement with your interpretation thereof), because it's at odds with what chaotic means in natural language.
Any common-use definition of chaos, as well as more formal definitions used for scientific applications (chaos theory) include the idea of
unpredictability. Behaviour that follows a predictable pattern isn't chaotic. It might be 'Chaotic' with a capital C in game jargon, but that just means it's poorly labelled. I mean, the game might also say that items dropped fall Diagonally Up towards the Wall, by which it actually means what in natural language we'd call 'down towards the floor', but however well experienced players understand what's meant by the game terms, it's still obscure to an outsider.
If I needed a blanket term to describe "characters who, when given the choice, would rather break the law than obey it, given that they believe they can avoid being punished", I'd perhaps label it 'unlawful' ... but I don't think I particularly need such a blanket term.
Take an open road, free of traffic, free of speed traps, with a posted maximum speed limit. Take four drivers.
The first observes the posted limit and sets their speed a little under it (to allow themselves room for error), and then maintains that speed.
The second observes the posted limit, notes that there's nobody there enforcing it, checks the time, and then accelerates to a speed in excess of the legal limit, but within their ability to maintain control and avoid obstacles.
The third observes the posted limit, scoffs, and immediately floors it, trying to find the upper limits of their car's performance and their ability to maintain control.
The fourth observes the posted limit, and then proceeds to accelerate above the limit, then go below the limit, then suddenly brake as if to avoid an obstacle that isn't there, then signals a left turn but backs up in a straight line, then drives in circles for a while before accelerating to precisely the legal limit ... perpendicular to the road.
One of these drivers is driving in a manner that might be described (by someone uninitiated in the vagaries of the 9-point Alignment grid) as chaotic. Hint: it's not the one who is making the considered and rational cost/benefit analysis that lets him get to his destination faster without penalty. Nor is it the one with the need for speed, despite their blatant disregard for lawfulness (or their own safety).
I should note that in addition to finding 'Chaotic' as
you define it rather
unchaotic, I feel similarly about Poul Anderson's use of the terms Order and Chaos in
Three Hearts and Three Lions (which is mentioned in Appendix N and is a very clear influence on the D&D conception of the Paladin and the troll). The forces of Order seem utterly disorganized, while the forces of Chaos have a rather strict hierarchy where there's no doubt about who is in charge, and the real world faction that gets labelled chaotic is a frequent exemplar of
Lawful Evil when people attempt to apply the nine-point grid to the real world.
And I don't need an alignment label to tell me that demons like to kill, destroy, and bring about darkness. The fact that they're
demons pretty much covers that sufficiently, and if not (given that D&D considers devils and demons as separate types of creature that can meaningfully be lumped together into those two categories, rather than synonyms as the terms often are in other material), the phrase "demons like to kill, destroy, and bring about darkness" is far more useful and informative in terms of how I should run them as a DM and how I should expect them to act if I encounter them while playing.
Third: I should have stated "innocent" in my prior post and for that I apologize. Hopefully this clears things up.
That would improve things, certainly, though I suppose where you put it would be rather significant.
Fourth: 4th Edition oversimplified everything. So to say they did Alignment correctly when it was merely an afterthought is proof that some people don't have the ability to play games beyond WoW.
It oversimplified
everything? One of the complaints frequently voiced by those who dislike the system is that the fighter isn't simple, as it traditionally was. I'm not interested in engaging in an edition war, because it's no skin off my nose which editions you like or dislike, but hyperbole is rarely helpful.
I also didn't say it "did alignment correctly", I said that Unaligned is more coherent than True Neutral, and gave reasons why I believe that to be so (admittedly more on the side of 'True Neutral is incoherent' than on the side of 'Unaligned is coherent', but I didn't feel much needed to be said about the coherency of Unaligned).
I've never played WoW. I'm unsure of its relevance to the topic at hand.
I also think that the people I've been playing RPGs with over the past few years would be quite astonished to find that I am, apparently, unable to play RPGs. I'll have to make sure to inform them at the next session.
Fifth: Again, you apparently didn't read what I had written in my prior post. I said EQUALLY balanced. It doesn't mean as simply kill one then don't kill another. It means that all things even out in the end. If a Neutral person went around murdering everyone in sight, they wouldn't be Neutral or "Unaligned" as they'd be EVIL. Same thing goes if they gave every gold they ever earned to charity, they'd be GOOD. "Unaligned" is a simple way to say that they don't do enough on ANY AXIS to be regarded as Good, Evil, Lawful, or Chaotic. It is the same F-ing thing.
Apparently you didn't read my post either, so perhaps we're even in that respect. For clearly the hypothetical Neutral murderer I posited doesn't murder
everyone in sight. Just
half of everyone. They have to not-murder someone for every one they murder, after all. You know, for balance.
Kidding aside, you're the one who said that they have to break an equal law for every law they follow. What law is the neutral person breaking to make up for following the 'don't murder people' one? How about to make up for not committing treason? I mean,
I find it terribly easy
not to commit treason (the combination of lack of motive and lack of opportunity makes it quite effortless to obey the law), but it's also considered one of the gravest offences I could possibly commit, so obeying the law must require some pretty big law being broken to keep me in balance if I want to stay Neutral, right? Or is it based on the difficulty of following the law, rather than the severity of the punishment? And is it civil laws, or also religious strictures? Because that's a minefield. What about unwritten societal taboos?
Clearly, I'm having difficulty understanding what you mean by the phrase "for every law followed, an equal one must be broken", because I'm having a great deal of trouble figuring out how anyone can stay Neutral
at all under that stricture. For every law followed (in this case, I follow the law against committing murder), an equal one (please define a law that is equal to the law against committing murder) must be broken (in order to intentionally break it, I first must know what it is ... and here's where I pass my save to resist going off on a tangent about ignorance of the law). What heinous things are all of the True Neutral people who
aren't serial killers doing to make up for their obedience to the law? Or is it that there simply are no True Neutral people, and the 9-square grid has a hole in the middle, like some kind of square donut? Or is True Neutrality an inherently temporary state that one travels through when shifting from Evil to Good or Law to Chaos, where only if caught in the exact moment of transition can a character aptly be described as Truly Neutral?
And what's this about evening out in the end? Is someone who's blatantly 'Chaotic Evil' for the first half of their life, and then gets redeemed and lives out the rest of their life as a sainted paragon of virtue, the noblest of Lawful Good Paladins, somehow actually True Neutral (which would mean they can't actually be a paladin, under systems where only LG Paladins are permissible)? Surely things have to remain even (or nearly so) all along, or else the character isn't being Neutral at all.
Perhaps you can provide examples. Feel free to use other laws aside from those against murder and treason (though I'd love to see what one does to balance out obeying those). Care to give me an example of a character obeying a law, and then breaking another to balance it out and not slide away from True Neutrality and towards Lawful Neutral?
And no, Neutral as you've described it here (a balancing act between good and evil, chaos and law) is not the same thing as Unaligned. An Unaligned character doesn't worry about whether they've committed enough evil acts to balance out their good ones, or broken enough laws to make up for the ones they followed. They're not committed to an ideal of Neutrality. In fact, it's entirely possible for someone who has never performed an evil act in their life, and never broken a law, to be Unaligned. Alignment in 4E is about
commitment.
If you choose an alignment, you're indicating your character's dedication to a set of moral principles: good, lawful good, evil, or chaotic evil. In a cosmic sense, it's the team you believe in and fight for most strongly.
Note the 'if'. Unaligned represents
not choosing, not being dedicated to one of those sets of moral principles. Not "being dedicated to not being dedicated".
If picking an alignment is like supporting your favourite team in [insert pro sport here], Unaligned isn't supporting Team X, and it's not hoping that everyone else's favourites play equally well, it's
not caring about the sport at all. (Horrible metaphor if you try and extend it any further ... just try and figure out salary caps, trading deadlines, and team relocations ...).
One can be a good person, who is kind to others, obeys the law, gives to charity, and is a general pleasure to be around, without being a Good person, dedicated to the values of good.
One can be a quite wicked person, who mistreats others, breaks the law, steals from the needy, and is generally a pain in the ... neck, without being an Evil person, dedicated to the values of Evil.
Both of those people could be Unaligned, on the 4E scheme. Or, without changing their behaviour in any way beyond making a commitment to continue it, could easily relabel themselves Good and Evil respectively.
But in one sense, I do agree with you that the 4E take is too simplistic. But that's not because I think the 9-point grid is an improvement over it, but because real-world people and systems of morality and ethics map incredibly poorly onto either scheme. It's not a black and white world, or a five shades of grey or nine points of grey world, or a
Fifty Shades of Grey world, it's a swirl of colours that blend into each other and form intricate patterns and gradients. People are complex, and pigeon-holes obscure real and meaningful differences, lumping together people who may in fact have radically opposing viewpoints while separating those who differ only on minor details.
Sometimes I want a black and white world, with good guys and bad guys. I don't need mechanical alignment for that, I just tell the players (or make it clear through how characters act) "These guys are EVIL, and killing them is not only permissible but morally required". And sometimes I want a more realistic world, where players have to decide for themselves what their character's beliefs tell them about what is permissible, what is forbidden, and what is required. I don't think I've ever found myself wanting a world where there are N categories (where N is greater than 2 and less than 'as many categories as there are things to put in them') to slot people into and magic and cosmological structures that
care about those categories.
Sixth: You, sir, should get your facts together and straightened out before attempting to debate over something you quite clearly know little to nothing about. It makes you look like a simpleton.
It's always a pleasure to have a nice, polite, rational conversation with someone who has an opposing viewpoint, isn't it?