Because (putting to one side dirty hands situations, which this isn't) no rational person chooses evil? Which you seem to recognise when you say "maintaining an alignment would be a source of theme and conflict for the character." If it makes no difference whether good or evil is chosen, where would the theme and conflict come from?
So all villains in your game are either irrational or misunderstood? Which one do Demon Lords and Acrh Devils fall into? You have previously noted, I believe, that the Duergar pay homage to Devils, and that they are Evil. Does that mean the object of their worship is irrational? Does that not also judge their worship as irrational?
Then again, you've both nicely illustrated why you can't have any shades of grey. After all, according to you now the DM is supposed to up front tell you that you are wrong.
The GM bears a responsibility to see those shades of grey. Once we accept there are, in fact, shades of grey, then we recognize that many acts are neither Good nor Evil. From the SRD:
"Good" implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.
So, is leaving Ra’s al Ghul to die (yes, btw, that is the correct spelling…) a Good act? I would say that it is not, in and of itself, a Good act. It reflects none of the above implications.
"Evil" implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.
Well, is it an Evil act, then? I would say no. There was no infliction of harm. In defending innocent people earlier in the film, Bats did far more hurting of others than he did here, and I can’t imagine classifying defending the innocent as an evil act. So why would I judge this an evil act?
What is left is neutral. And, where there are indeed shades of grey, that is the ruling I would expect from a reasonable GM following the alignment rules.
So what does that say about Batman?
Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit.
Seems like Bats falls squarely into that Good description. One single act does not determine alignment. Mind you, Ra’s was not motivated by fun or profit in his actions, was he? Perhaps he should not be judged Evil, but his willingness to sacrifice innocent life to achieve his ends clearly prevents Good. Seems like Neutral – like that Druid who believes that Nature should overcome Civilization.
This is the type of "rules lawyering" that I would normally expect from someone that is not familiar with the basic structures of the game. I could see a new DM, unfamiliar with "guidelines not rules", might make a ruling like that. A player that feels slighted or is afraid of the consequences might argue a "rule" like that. Since the player seems satisfied with how the outcome of the encounter went, I don't think @
pemerton has anything to worry about. If this is really about the game mechanics of the situation I can't find anything in the examples given to lend any weight to the argument.
Yet alignment cannot, it seems, be viewed as a guideline. The GM must, so some on this thread suggest, classify each act as Good or Evil, and can never permit a Paladin who commits an evil act to regain his status, for this would violate the rules. Why are those rules so hard and fast if we are to apply alignment, but in all other cases they are merely guidelines?
In any case, I will reiterate, no one is saying that @
pemerton’s GMing was bad. We (those arguing against his interpretation) are stating we find it inconsistent with his prior statements regarding sanctity of player control over PC resources, and that it was not an application of mechanics but a GM fiat. Not an invalid, inappropriate, badwrongfun or bad GMing fiat, but a fiat nonetheless, despite his insistence it falls squarely within the mechanical rules.
I don't see what class feature has been removed indefinitely or permanently. Familiars that are damaged usually "go offline". Under normal circumstances they come "back online" after a rest.
The manner in which the familiar was damaged remains, in my view, outside the rules which @
pemerton has cited to defend the action. The player did not volunteer to sacrifice the familiar in the course of the skill challenge. Neither did he activate it, making it susceptible to damage in the course of the skill challenge. It acted entirely on its own initiative. Are there, in fact, rules for the PC’s familiar to act entirely on its own initiative, even to oppose the will of the PC (who, I believe, was required to oppose the familiar’s efforts to direct souls to Vecna?
Did prior play, including the artifact, support this happening? Absolutely. It still happened by GM fiat, and removed a resource of the character. @
pemerton noted some time back that he doesn’t believe he will apply the usual rule that a damaged familiar recovers after a short rest. I believe he has indicated he has not decided how long it will take to recover. That seems to fall squarely within the term “indefinite”.
In any case, @permerton has indicated he dislikes mechanical alignment because it results in player resources being stripped away as a consequence of GM fiat/judgment. As such, I would expect him to dislike any rule which permits similar results, not to apply them to achieve such results, much less depart from the mechanical rules to fiat such a result.
In ratio/degree losing a familiar (minor feature) for a very finite time, or even forever, does not begin to compare to losing your paladinhood (main feature).
Agreed 100%. I have stated numerous times that the issue I have is that the play example indicates, to me, that the issue is not one of absolutes – that it is a poor rule which allows a player resource to be stripped away based on moral decisions, by GM fiat – but one of degree – including the extent of abilities removed and the duration of their unavailability. Thank you for stating my case in that regard so eloquently.
I'm the player. I have come up with my character concept, which I'm keen on playing. I'm a paladin of justice, I punish wrong doers. I have dedicated my life to honing my senses to the pursuit of justice. I will call my character Murcielago.
Step Zero. The onus was on the GM, at the outset, to make it clear that, in his game, Mercy is always considered to rank in priority to Justice in the eyes of the powers of Good. If this is the case, a Paladin of Justice would always be at risk of falling as he metes out Justice, so a Paladin of Justice would not fit in the GM’s setting. Just as @
pemerton indicated my hypothetical character who honours the Raven Queen by seeing that people meet their fated end at the appointed time (despite him appearing to be a random homocidal maniac to the real world) would be a poor fit for his game. It’s no different than telling the proposed Priestess of Beauty that self-mutilation does not fit the deity’s concept of “beauty”.
If the GM does not consider Mercy to always override Justice, then I find it difficult to see how the character’s action would be an Evil Act. And if it is not an Evil Act, the entire issue goes away.
Finally, you are playing your character. You are not, however, playing his deity, nor the Cosmic Wheel which Judges Good or Evil. You have the choice of taking whatever actions you wish. You do not have the choice of classifying them as “good” or “evil”.
The very fact that we assert it would be inappropriate for the character to lose his Paladinhood over the act in question indicates that we do not consider the act itself to be Evil.
a mechanical equivalence of "familiar out until next short rest (which is basically immediately post Skill Challenge)" and "Paladin has lost all of his divine powers (the stuff that renders him an actual Paladin) until an atonement quest is fulfilled."
Both remove a character build resource for some period of time, reducing the player’s ability to impact the fiction. Both occur outside the regular action resolution mechanics (although @
pemerton continues to assert otherwise). And I note that he has specifically said the familiar will not be back after the next short rest. This, to me, was a major complaint made against the alignment rules.
That one is much more severe than the other indicates that the question is not whether such rules are all bad, but that whether they are bad depends on the degree of impact on the player’s ability to impact the fiction, and not whether that impact is reduced at all.
Further, with respect to the passive/active state of Familiars, my sense has always been that "passive" and "active" are merely keywords for rules adjudication in combat. It allows for players to move the Familiars (PC build components) from background color ("look at my cool floating sword!") to an actual moving part in the theater of tactical combat ("my floating sword hammers against their defenses, allowing me to move to a more advantageous position after my attack - Shift 1") while putting it at risk.
At no point in the example provided did the player invoke the familiar in any way as a part within the theater of tactical combat. Nevertheless, it was held to be at risk, and was in fact removed from play for an indefinite period, by the GM alone. And, again, @
pemerton has been quite clear that the usual rule that the familiar is OK after a short rest will not be the case in this instance. Not that there is no time for a short rest, but that a short rest will not recover the familiar.
Thank you, by the way, for an excellent summary of how the discussion has fragmented, and an opportunity to clarify.
For myself I would not view this action as evil. Given the series of events that led up to this - Batman continually asks Raz to consider his actions, to change his view and Raz on every single occasion rejects Batman's pleas.
This, I think, is what makes the example problematic. The real question is not “does this make alignment rules bad” so much as “is this a reasonable application of the alignment rules”. @
Hussar, are you suggesting YOU would rule the act was evil? If so, can you set out your reasoning in light of the descriptions of “Evil” provided by whichever rule set you consider it to come from?
In a D&D milieu, the Paladin will be expected to fight and kill foes regularly. Within that milieu, I find it very difficult to consider a refusal to take action to save an endangered foe to be an evil act. If, on the other hand, his creed was honour, and honour said that a foe should be slain only in combat, and a defeated foe was entitled to protection, that would seem a much greater dilemma. Yet you have indicated you have no difficulty evaluating a concept such as honour.
Actually it is within the rules. I did quote it a while back, so yeah its not like we remember everything. 2e DMG page 28
Unconscious change
If the DM suspects that the player believes his character is acting within his alignment, the DM should warn the player that his character alignment is coming into question. An unconscious alignment change SHOULD NOT surprise the player - not completely anyway.
So, basically, another “the alignment rules are bad” argument turns out to actually be “the alignment rules were not actually followed”.
This is a red herring in that the outcome of the discussion will still boil down to (a) that's evil, (b) that's not evil - because I said so. If this thread, and countless others, is an example of how that discussion ends it is not a good example of concise/precise rules. Alignment is arguably one, if not the most, contentious set of "rules" in the game. I find no desire to spend time arguing morality questions at the table, so I don't use mechanical alignment. In this case the "rules" are still an impediment. The "fact" that I can argue against them is not even relevant. BTW, this use of a "discussion" is even not part of some versions of the game. In 1e, for example, the DM tracked alignment secretly for each player. So there was not even the possibility of a discussion.
I think you dismiss reasonable discussion entirely too readily. A reasonable case by the player as to why he does not view the proposed action as “Evil” ought not to be lightly dismissed. The player’s viewpoint is also relevant.
And if the disagreement remains, how is that markedly different from us having different views as to how a given spell, feat, class feature or skill should apply in the game. Ultimately, a ruling will be made, and it will bind my character, as well as the rest of the game world.
The character has free will. He does not get to dictate whether his actions are good or evil, he only has the free will to choose between them. That seems very consistent, in my view, to the real world vision of free will held by many religions.
I was hoping n'raac was being facetious when he put this one in that list of options. This is the only one that I would put in the category of bad DMing. Still not a bonus to my desires for a game.
Yes and no. Would you allow my Paladin of the God of Fate and Death, who expresses his devotion by cutting the Thread of Life of those he encounters at the appropriate and fated time? Is he Good? Does he get to cut down, say, the barmaid because “My Lady, the Raven Queen, spake unto me in a vision, and bade me ensure that yonder lady’s time ended as was Fated. All Praise the Raven Queen – let us pray.” and I get to dictate that he’s right? Or is the player’s vision for their character not 100% sacred?
Leavings aside the 4e trappings for a moment, if the God of Death is neutral or evil in a game where Paladins must be Good, can a player still dictate that he will play a Paladin of the God of Death (say, Hades, or Hela), or does the setting preclude such a character? May I play a Warforged in a game where the race does not exist?
I think there are constraints on what characters are allowed.
Let's put is this way. I have never in 30+ years of games, and with at least 9 paladin characters in my games, had one of them not play the paladin as an honorable, just and compassionate warrior dedicated to their cause in some way.
Given you have never had a Paladin commit an evil act, nor have you had one stray from his chosen alignment, why do you find a penalty for one which does to be so appalling? It seems like it’s just a hypothetical in your games anyway.