Do alignments improve the gaming experience?

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This is not interesting for me. I want more ambiguity in the game than this.

"Do as thou wilt shall be the whole of the law" seems less than ambiguous to me - although your later post clarifies this greatly. It is an excellent post - xp if I can

I think N'raac's example of the two LG characters gives a good chance to show how the two play styles work and I think, showcases some of the strengths and weaknesses of the different approaches. Now, before I go any further, I want to posit a baseline. No one is being dishonest. Everyone honestly believes what they are saying and no one is being a dick. There are no bad players or DM's in the example groups. There, with that boilerplate out of the way, let's look at how things play out at the two different tables.

Scenario 1 -Mechanical Alignment Table- two players are playing LG classes where alignment has specific impacts on the class (probably cleric or paladin, but there are others) are faced with a difficult situation. One LG character decides that he wants to torture a prisoner in order to gain information necessary to succeed at their goals. The other LG character opposes this, as he sees torture as evil.

Player 1: I'm going to torture this prisoner to get the information we need. If we fail, many people will die and LG posits that the greatest good for the greatest numbers is a primary consideration. Yes, torture is not something we'd do every day, but, there are extenuating circumstances and sacrificing this one guy means that we save many more.

Player 2: The ends do not justify the means. That's a very slippery slope and many horrible things have been done in the name of the "greater good". Torture is evil. Full stop. Don't do this.

Both players turn to the DM for a ruling. Is this an evil act or not. Since there are no "aha gotcha" rules in play, the DM makes an adjudication and the players play accordingly.

The strength here, to me, is consistency. Everyone knows where they stand and can act accordingly. Regardless of how the DM rules, everyone knows which way is up. It's faster certainly and resolves a lot of inter-party conflict. The weakness, though, is, at the end of the day, the DM here is telling one of the players that he's wrong. Depending on who the DM backs, the other player now has to adjust his character to fit with the ruling. if the DM says that torture is evil, no matter what, then Player 1 either has to conform to that ruling or risk mechanical punishments for not doing so. Again, presuming that both characters are playing classes where alignment matters.

To me, part of this strength is a consistent tone for the game. Are we playing larger than life adherents to Good, or are we playing battle-hardened, jaded mercenaries? Players should be coming to the table with characters that fit the game's tone, just as I would not be building The Punisher to play in a four colour superheroes game (since Bats and Supes keep showing up as D&D Paladins).

Scenario 2 - Descriptive alignment table - Two players are playing LG classes, but, because alignment is descriptive, there are no mechanical penalties for straying outside of alignment. One LG character decides that he wants to torture a prisoner in order to gain information necessary to succeed at their goals. The other LG character opposes this, as he sees torture as evil.

Player 1: I'm going to torture this prisoner to get the information we need. If we fail, many people will die and LG posits that the greatest good for the greatest numbers is a primary consideration. Yes, torture is not something we'd do every day, but, there are extenuating circumstances and sacrificing this one guy means that we save many more.

Player 2: The ends do not justify the means. That's a very slippery slope and many horrible things have been done in the name of the "greater good". Torture is evil. Full stop. Don't do this.

The discussion continues for some time. The DM does not intervene. Eventually Player 1 puts it to the challenge - either Player 2 can forcefully stop him, or he's going to go ahead and torture this guy. Player 2 has his character leave in disgust to wait outside.

Why could the same result not occur under vision 1? The GM rules, and Player 1 says "Then the Tenets of Good are wrong. My character will do what is right - save those lives - either Player 2 can forcefully stop him, or he's going to go ahead and torture this guy." If anything, I have more respect for PC 1 in this situation - he knows that this will carry a personal cost, but he will nonetheless be true to his beliefs in what is right, though even the heavens themselves rally against him.

The strength here is that the DM is in no way telling the players how to play their characters. And, it allows for alignment conflicts where the players themselves have to find some sort of resolution. It's interesting to me, here, that you can make a pretty decent case in either direction. The alignment descriptions are broad enough that it's possible for either character to be right. As a DM, I'd be sure to test this at a later time as well. If Player 1 believes the ends justify the means, then, how far will he go with that? Is it always true? What's the limit? And, additionally, I would want to add in more conflict between the two characters in new situations. How will they handle things the next time around? Will there be any give or take between the two viewpoints? Can one viewpoint win the other over?

First, these are moral and ethical conflicts, but we have tossed out alignment, so it is not an alignment conflict. Anyone and everyone can call himself LG, no matter what actions they take in the alleged name of those principals. That's not a positive or a negative.

Second, what actually happens at the game table? PC 1 abandons his principals and walks away? How happy is PC 1? Now, if my PC feels strongly about this issue, he's likely to:

- walk from the PC group entirely - I brought a principled warrior of Good and Righteousness, a Hero, to a game of ruthless thugs - sorry, I misread the tone of the game, so I will make a ruthless bastard character to better fit the murderhobo game we are actually playing.

- push the matter to confrontation - will the rest of the party permit or oppose this atrocity? Either PC 2 goes, or PC 1 does - they are simply not compatible.

- take PC 2 up on his challenge - if you want to torture those helpless prisoners, it will be over my dead body. We have established that Paladins are OK killing for their principals. Having "PC" tattooed on his forehead does not mean I will treat his transgressions differently than anyone else's.

The downside here is it could very well blow up in my face.

The above certainly reflects examples of this.

The game grinds to a screeching halt as the two players get locked into a never ending debate and endless alignment wank. And, true, it also means that there will be times when there is apparent contradiction - two people sharing a morality, possibly worshipping the same god, can hold very contradictory viewpoints. Again, I can see how this could be problematic for some people.

PC vs PC is also problematic for some people. And I note all of the same results can occur under Model 1 as well. It only requires PC 2 sticking to his viewpoints, whether or not they are the views of his religion, or his (previous?) alignment. In fact, both characters could easily be, and remain, LG in the scenario set. Even if I accept PC 2's act, however motivated, remains an evil act, a single evil act does not cause him to change alignment. If I accept his desire to protect the innocent balances out his willingness to torture these prisoners, then we move to a N act, and he doesn't even lose Paladinhood. Yet the PC's can still have very different opinions, refuse to work together or even come to physical violence over the appropriate approach to this situation.

The fact that the GM expresses his opinion, and/or the opinion of the Force of Good, does not change the free will of the characters or their players. I note nothing stops a GM from saying "By my own morality, I agree that the right thing to do is torture the prisoners. But that is not what the Forces of Good believe." Further, nothing stops Player 1 from saying "By my own morality, I agree that the right thing to do is torture the prisoners. But that is not what my PC believes." Nor does anything preclude Player 2 from saying "By my own morality, I agree that it is wrong to torture the prisoners. But that is not what my character believes." And every person can say so with perfect honesty.
 

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N'raac said:
Why could the same result not occur under vision 1? The GM rules, and Player 1 says "Then the Tenets of Good are wrong. My character will do what is right - save those lives - either Player 2 can forcefully stop him, or he's going to go ahead and torture this guy." If anything, I have more respect for PC 1 in this situation - he knows that this will carry a personal cost, but he will nonetheless be true to his beliefs in what is right, though even the heavens themselves rally against him.

Read more: http://www.enworld.org/forum/showth...e-the-gaming-experience/page122#ixzz2vqxPYfwk

But, Player 1 is objectively WRONG. He knows he's wrong. There's no question that he's wrong. (Presuming of course that the DM didn't side with him in the first place - otherwise, he's absolutely right and Player 2 is now objectively wrong) He knows that he is so wrong that he is actually being punished for how wrong he is. It is now an evil act to torture that prisoner, no matter what.

There can be no belief when you have objective facts. I don't believe that 2+2=4. It's an objective, provable fact. Belief doesn't enter into it at all. The player can no more believe that he's still right than he can believe that 2+2=5. He's wrong and nothing he does can change that.

So, he's faced with the choice - act in a manner he KNOWS is wrong or act in a manner he KNOWS is right. Considering that he's a paladin, and his whole reason for play is to act in a right manner, why on earth would he choose to act wrongly?
 

Within the default D&D context they are exactly the same. Likewise within Dragonlance, and Tolkien, and Arthurian legend, and real-world attitudes of the high mediaeval upper class.

Pre-PF, I think all Paladins were Knights, but certainly not all Knights were Paladins (otherwise all knights would be LG; in 1e Deities and Demigods the only Arthurian Knights with Paladin levels were Arthur, Galahad, and Launcelot - the rest were Fighter; see the Cavalier class in any edition it appears in; see also the Dragoon Fighter archetype in PF).

In PF the link to the classical knight is weakened - in Core the mount is just one choice among a few and Ultimate Combat notes that "[w]hile all paladins are true believers, not all are the knights in shining armor with glimmering blades portrayed in legends—some paladins prefer unconventional tactics and forms". UC gives the Divine Hunter archetype based on ranged attacks and the Holy Gun archetype based on firearms as examples.

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I think when I click on your Paizo links I'm not getting the full thread. Is there some feature or functionality that I haven't noticed?

I logged out of Paizo and tried it and the whole thing came up. Maybe I was reading too much into it, but I didn't think so -- It was the one where the original poster said it involved "unnatural lust" (the first time its mentioned in the thread), the post two above it where another player in that group described it as "cast date rape", and the one or two where the original poster made it sound like they couldn't convince the paladin's player that casting date rape was a bad thing.
 
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But, Player 1 is objectively WRONG. He knows he's wrong. There's no question that he's wrong. (Presuming of course that the DM didn't side with him in the first place - otherwise, he's absolutely right and Player 2 is now objectively wrong) He knows that he is so wrong that he is actually being punished for how wrong he is. It is now an evil act to torture that prisoner, no matter what.

There can be no belief when you have objective facts. I don't believe that 2+2=4. It's an objective, provable fact. Belief doesn't enter into it at all. The player can no more believe that he's still right than he can believe that 2+2=5. He's wrong and nothing he does can change that.

So, he's faced with the choice - act in a manner he KNOWS is wrong or act in a manner he KNOWS is right. Considering that he's a paladin, and his whole reason for play is to act in a right manner, why on earth would he choose to act wrongly?

No, player 1 knows his stated action has a quality of evil to it. He can still do the action if he believes strongly enough that it is worth the price -- and it may be. Perhaps the lives he could save (or whatever other intel he is trying to gather) are worth more to the PC than his state a grace (for a paladin).

There's nothing wrong with making that choice -- so long as you know the consequences. Should the knowledge of evil give player 1 pause? Yep. But it should be no guarantee he won't follow through.
 

No, player 1 knows his stated action has a quality of evil to it. He can still do the action if he believes strongly enough that it is worth the price -- and it may be. Perhaps the lives he could save (or whatever other intel he is trying to gather) are worth more to the PC than his state a grace (for a paladin).

There's nothing wrong with making that choice -- so long as you know the consequences. Should the knowledge of evil give player 1 pause? Yep. But it should be no guarantee he won't follow through.

Isn't this exactly what happened to Anakin Skywalker?
 


AD&D 2nd ed PHB, reprinted version
The paladin is a warrior bold and pure, the exemplar of everything good and true. . . T]he paladin lives for the ideals of righteousness, justice, honesty, piety, and chivalry.
Not seeing "knight" in here.
Who lives for the ideals of chivalry but a knight?

Through a select, worthy few shines the power of the divine. . . Knights, crusaders, and law-bringers, paladins seek not just to spread divine justice but to embody the teachings of the virtuous deities they serve.
Still no knight
Who does the phrase "Knights, crusaders" refer to if not knights?

The Paladin class in OSRIC superficially resembles such legendary warriors as Sir Galahad or Sir Gawaine of the Arthurian cyclecycle, but is more closely similar to characters described in the works of Poul Anderson. His “Three Hearts and Three Lions” [a book which draws extensively upon the tropes of Arthurian and Carolingian romance] is particularly highly recommended.
This one says your comparisons to Arthurian legend is superficial only
And then goes on to recommend a book which draws upon Carolingian romances such as the Song of Roland. Who do you think figured both as characters in, and the audience for, those romances? Knights.

Paladins are indomitable warriors who’ve pledged their prowess to something greater than themselves. . . As fervent crusaders in their chosen cause, paladins must choose a deity. . . Paladins are not granted their powers directly by their deity, but instead through various rites performed when they first become paladins. Most of these rites involve days of prayer, vigils, tests and trials, and ritual purification followed by a knighting ceremony . . .
Again, no Knights
What do you think happens to someone who undergoes a knighting ceremony? S/he becomes a knight.

(The above is actually all a little bit surreal.)

Perhaps all Paladins are Knights, but not all Knights are Paladins!
Pre-PF, I think all Paladins were Knights, but certainly not all Knights were Paladins
I didn't argue to the contrary. Paladins are ideal(ised) knights.

My point was that, when Sturm Brightblade in the Dragonlance Chronicles becomes a better knight for rejecting rules fetishism, this does not stand in some contrastive relationship to what it might mean to become a better paladin. Rather, it's an instance of what it means to live up to knightly ideals (of which a paladin is the limit case).

(And N'raac, are you conceding or denying that paladins are knights, and the ideal exemplars of knighthood?)


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why must they choose a deity to receive powers a deity doesn't grant anyway?
What makes you say that a deity doesn't grant a paladin power?

From the 4e PHB p 89:

Paladins smite enemies with divine authority . . .Paladins are transfigured on the field of battle, exemplars of divine ethos in action. . . Take up your blessed sword and sanctified shield, brave warrior, and charge forward to hallowed glory!​

Plus paladin powers have the "divine" keyword, which is defined as follows (4e PHB p 54):

Divine magic comes from the gods. The gods grant power to their devotees, which clerics and paladins, for example, access through prayers and litanies​

The text I quoted states that "Paladins are not granted their powers directly by their deity". You seem to be ignoring the word "directly." The 4e conception of divine power is that it is granted in a mediated fashion - eg it is accessed via prayer and litany. Much the same idea is expressed by Gygax in his DMG: cleric spells below 6th level are not granted by the god directly (unless the god is a comparatively weak demi-god, per Deities and Demigods).

(This another instance of 4e harking back to certain pre-3E traditions of the game.)

Your suggestion that religion does not present rules which may seem somewhat arbitrary is an interesting one. Does the religion prescribe diet (fish on Fridays; no pork; no beef)? Perhaps it sets rules on celibacy or birth control? Does it have writings on tattooing (Leviticus rules against it, I believe).
I don't think the adherents of these religions regard the rules, or adherence to them, as arbitrary. They are underpinned by reasons, against which particular instances of compliance can then be judged (eg in some religions which require fasting, the sick and pregnant are not obliged to fast).

Why could the same result not occur under vision 1? The GM rules, and Player 1 says "Then the Tenets of Good are wrong. My character will do what is right - save those lives"
fetishistic adherence to pointless rules
that sounds much more LN than LG.
Well, you're the one (not me) who has said that the cosmological force of good insists on adhering to certain precepts even when adhering to those precepts will not advance the interest or value at which those precepts obstensibly aim. (The first of the above two quotes illustrates your presentation of such a scenario.)

If you're also saying that you conception of the requirements of LG - ie adherence to precepts when adhering to those precepts won't actually uphold the salient values (eg life) - is actually a conception of the requirements of LN, that's your issue to sort out. (Though I'm not surprised that you've ended up in seeming contradiction: I've already argued upthread that nine-point alignment is not a coherent evaluative framework.)

pemerton said:
if it is established from the start that the gameworld is one without divine providence, what is a paladin even doing in that gameworld?
Fighting for his chosen cause. He doesn't really need to if everything will work out whether he tries or not.
Are you asserting that all believers in providence must be fatalists? I think you'll find that the actual history of human religious belief provides little evidence for that assertion.

Just to pick one example, when the abolitionists took the view that providence was on their side, they took that to be a reason to produce more pamphlets, and to work harder on the underground railroad, not as a reason to abaondon all effort.In folk wisdom, the denial of your apparent assertion is summed up in the phrase "God helps those who help themselves."


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some acts are inconsistent with playing LG.
Some acts are also inconsistent with being cunning. So if a player's description of his/her PC is "cunning thief", but the GM thinks s/he is not being very cunning, is the GM allowed to rewrite the PC's character sheet?

How is interpreting the game rules for alignment markedly different than interpreting the game rules for spells, class powers, combat, etc.? Why can't the player decide exactly how his spells work, whether he hits and how much damage he does to match the concept of the character? Who would know better than the player how powerful his character is, based on his conception of that character?
This has been answered repeatedly upthread.

The reason that a player doesn't get to adjudicate his/her own action resolution mechanics is because s/he has a conflict of interest. But [MENTION=22779]Hussar[/MENTION], [MENTION=79401]Grydan[/MENTION] and I have described a playstyle in which there is no conflict of interest in the player deciding what counts as living up to his/her ideal. As I put it to [MENTION=6688277]Sadras[/MENTION] ten or twenty posts upthread (post 1195),

I've posted and linked to this example before, but no one has taken up the question: this is a case in which a player, playing his PC, elected to be bound by his code of honour, and hence to keep a promise, that he had never made but that had been made in his name, even though the upshot was that a villain lived whom he believed deserved to die. What is the conflict of interest?

Answer: there isn't one! The only reason that it matters that the villain die is because this is what the player, inhabiting his PC within the fiction, thinks should happen. The only reason that it matters that the promise be kept is because this is what the player, inhabiting his PC in the fiction, thinks should happen. If, within the fiction ,the player can't see a way to satisfy both these desires for what happens, why should the GM rather than the player choose which way to go?

Or, if the player takes a different interpretation and decides that there is a way that both desires can be satisfied, and so decides that breaking the promise is consistent with the PC's code, what is the problem? The player still exercised ingenuity and engaged with the game.​

Perhaps in your game there is a conflict of interest in the player deciding what it is involved in a character living up to his/her professed ideals. I'd certainly be interested to read an explanation of that, perhaps illustrated by some examples from actual play.

Furthermore, I have repeatedly stated upthread that adjudicating the action resolution mechanics does not require judging the adequacy a players' expressive responses and evaluations. Wheres deciding whether or not his/her play of a PCreally lives up to the ideas that s/he believes that it does live up to does require such judgement.

I will repeat this again: if someone believes that, in playing their PC a certain way, they are exemplifying certain ideals; and I, as GM, correct them, then I am telling them that their judgement as to what those ideals demanded and permitted is in error. And that is not something that I want to do when engaged in a reasonably light-hearted, collaborative creative endeavour.

Now it is obvious that these things that matter to me (and I believe to some other posters) don't matter to you. It does not follow that the relevant differences don't exist!

both characters could easily be, and remain, LG in the scenario set. Even if I accept PC 2's act, however motivated, remains an evil act, a single evil act does not cause him to change alignment.
It makes no difference to [MENTION=22779]Hussar[/MENTION]'s point whether or not the GM rules that the PC's alignment changes. The point is that the GM is ruling that the player's judgement as to what is permitted by his/he PC's professed ideals (LG) permit is wrong.

So you are judging the player or character who presumes to judge as committing a sin, then, and failing in a virtue.
No. I'm not judging a player or a character. I didn't describe an episode of play.

I'm telling you how I understand the archetype of a paladin; what sort of experience I am looking for when I play a paladin; and how I configure a gameworld so as to create room for that archetype and that paladin.

pemerton said:
Once again you seem to have mistaken me for you. You are the one who is asking these questions about whether or not defensive violence is good or evil if perpetrated by someone who wants that assailant dead anyway (in post 1176). I just offered an answer to your question - but I didn't write that answer to adjudicate a D&D game, I can assure you!
I believe the question under review was whether defensive violence was good or evil in the game context. That would logically lead to assessing the question in light of the game rules and definitions of Good and Evil.
You still seem to be mistaking me for you. I don't play with mechanical alignment. Hence for me nothing "logically leads to assessing the question in light of the game rules and definitions of Good and Evil". When I play there are no such game rules, nor any such definitions.

(Though I am mildly curious as to what your method is for undertaking that assessment, given that you appear to repudiate the only method I am familiar with for assessing whether a given sort of conduct is consistent with, or falls short of, certain ideals.)
 
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But, Player 1 is objectively WRONG. He knows he's wrong. There's no question that he's wrong. (Presuming of course that the DM didn't side with him in the first place - otherwise, he's absolutely right and Player 2 is now objectively wrong) He knows that he is so wrong that he is actually being punished for how wrong he is. It is now an evil act to torture that prisoner, no matter what.

There is no question, in the scenario you paint, that torture is an evil act (or a non-good act, or a good act in this case, or refraining from torture is a non-good, or even evil, action in this case). The question is whether the character considers it right to commit an evil act in pursuit of a greater good, or whether the character considers it wrong to pursue good through evil means. Is the road to Hell paved with good intentions? Is it wrong to have good intentions?

So, he's faced with the choice - act in a manner he KNOWS is wrong or act in a manner he KNOWS is right. Considering that he's a paladin, and his whole reason for play is to act in a right manner, why on earth would he choose to act wrongly?

What he knows is whether a specific action is good, evil or neither. Only he can decide what is right or wrong in the broader circumstances. Is it is both lawful and good to use a "date rape" spell? I suggest it is not, and I am quite happy telling the player of a Paladin that it is not. That he may not consider it wrong is up to him, but it does not change my adjudication of whether it is lawfuland/or good.

No, player 1 knows his stated action has a quality of evil to it. He can still do the action if he believes strongly enough that it is worth the price -- and it may be. Perhaps the lives he could save (or whatever other intel he is trying to gather) are worth more to the PC than his state a grace (for a paladin).

There's nothing wrong with making that choice -- so long as you know the consequences. Should the knowledge of evil give player 1 pause? Yep. But it should be no guarantee he won't follow through.

Precisely.

Who lives for the ideals of chivalry but a knight?

dictionary.com said:
knight /naɪt/ Show Spelled [nahyt] Show IPA noun 1. a mounted soldier serving under a feudal superior in the Middle Ages.
2. (in Europe in the Middle Ages) a man, usually of noble birth, who after an apprenticeship as page and squire was raised to honorable military rank and bound to chivalrous conduct.
3. any person of a rank similar to that of the medieval knight.
4. a man upon whom the nonhereditary dignity of knighthood is conferred by a sovereign because of personal merit or for services rendered to the country. In Great Britain he holds the rank next below that of a baronet, and the title Sir is prefixed to the Christian name, as in Sir john smith.
5. a member of any order or association that designates its members as knights.

chiv·al·ry /ˈʃəl
thinsp.png
ri/ Show Spelled [shiv-uh
thinsp.png
thinsp.png
l-ree] Show IPA noun, plural chiv·al·ries for 6. 1. the sum of the ideal qualifications of a knight, including courtesy, generosity, valor, and dexterity in arms.
2. the rules and customs of medieval knighthood.
3. the medieval system or institution of knighthood.
4. a group of knights.
5. gallant warriors or gentlemen: fair ladies and noble chivalry.


Given that the term is defined only by reference to knighthood, I'll give you the relationship. Now, does every knight live up to these ideals, or is it the case that not all knights are Paladins? I note Sir Elton John and Sir Paul McCartney, neither of whom, I suspect, would lay claim to dexterity in arms.



Does it also follow that there can be no Commoner Paladins? What was Joan of Arc's rank in the nobility?


Who does the phrase "Knights, crusaders" refer to if not knights?

Crusaders, perhaps?

dictionary.com said:
cru·sade /kruˈseɪd/ Show Spelled [kroo-seyd] Show IPA noun 1. ( often initial capital letter ) any of the military expeditions undertaken by the Christians of Europe in the 11th, 12th, and 13th centuries for the recovery of the Holy Land from the Muslims.
2. any war carried on under papal sanction.
3. any vigorous, aggressive movement for the defense or advancement of an idea, cause, etc.: a crusade against child abuse.


verb (used without object), cru·sad·ed, cru·sad·ing.
4. to go on or engage in a crusade.

#1 is too specific for D&D. #2 requires earthly sanction from a religion. #3 can be any idea or cause, not necessarily that of Law or Good, but seems the best fit from that perspective. It does not seem to require a Knight.



And then goes on to recommend a book which draws upon Carolingian romances such as the Song of Roland. Who do you think figured both as characters in, and the audience for, those romances? Knights.

Right after dismissing your comparison as superficial.

My point was that, when Sturm Brightblade in the Dragonlance Chronicles becomes a better knight for rejecting rules fetishism, this does not stand in some contrastive relationship to what it might mean to become a better paladin. Rather, it's an instance of what it means to live up to knightly ideals (of which a paladin is the limit case).

It seems like he moved away from an Order drifting to or stuck in LN over LG.

(And N'raac, are you conceding or denying that paladins are knights, and the ideal exemplars of knighthood?)

Denied. Many Paladins will fail the definition of Knight (although for some reason, D&D 4e absolutely dismisses the idea of any Paladin who has not been raised to noble status by being Knighted - I thought that was the flexible edition, for some reason). Many Knights are not dedicated to the ideals of Paladinhood.

Where does a Black Knight fit into your assertion of the game's intentions?

What makes you say that a deity doesn't grant a paladin power?

From the 4e PHB p 89:




Paladins smite enemies with divine authority . . .Paladins are transfigured on the field of battle, exemplars of divine ethos in action. . . Take up your blessed sword and sanctified shield, brave warrior, and charge forward to hallowed glory!​

Plus paladin powers have the "divine" keyword, which is defined as follows (4e PHB p 54):
Divine magic comes from the gods. The gods grant power to their devotees, which clerics and paladins, for example, access through prayers and litanies​

Already addressed. The deity cannot take them away. The Paladin seems to tap into divine power like the druid taps into primal forces (without their acquiescence) and the wizard taps into Arcane sources. He just needs to know the right rituals and he gets the powers of his choice, never to be removed.

I don't think the adherents of these religions regard the rules, or adherence to them, as arbitrary. They are underpinned by reasons, against which particular instances of compliance can then be judged (eg in some religions which require fasting, the sick and pregnant are not obliged to fast).

You are the one who began the discussion of adherence to arbitrary rules.

First, thanks for the reply. This actually makes sense to me as a cosmological set-up: good and evil aren't "values" or "aspirations" or "ideals" at all; they are just forces constituted by lists of requirements and permissions.

Personally, this isn't very attractive to me, because the actual lists seem somewhat arbitrary, in so far as they make no pretence to being motivated or generated by reference to some genuine higher ideal.

The fact that the rules list them as the ideals of Good seems to me to provide the game conceit that they are motivated or generated by reference to that ideal.

Some acts are also inconsistent with being cunning. So if a player's description of his/her PC is "cunning thief", but the GM thinks s/he is not being very cunning, is the GM allowed to rewrite the PC's character sheet?

And we're back to Brave, Brave Sir Robin - he has written it on his character sheet, and thus when he flees, wets himself, or refuses to emerge from beneath his bed, he must be doing so bravely.

It makes no difference to @Hussar's point whether or not the GM rules that the PC's alignment changes. The point is that the GM is ruling that the player's judgement as to what is permitted by his/he PC's professed ideals (LG) permit is wrong.

What ideals did he profess to live up to? The defined by game rules ideals of Law and Good, or did he define his own ideals, which may best be demonstrated outside actions one might define as Lawful and Good? If you are not using mechanical alignment, why would you judge the character's consistency with mechanical alignment descriptors?

No. I'm not judging a player or a character. I didn't describe an episode of play.

You are judging the hypothetical episode of play which Hussar set down and I responded to, leading to your response.

You still seem to be mistaking me for you. I don't play with mechanical alignment. Hence for me nothing "logically leads to assessing the question in light of the game rules and definitions of Good and Evil". When I play there are no such game rules, nor any such definitions.

You are discussing how you perceive mechanical alignment to work, are you not? Then your discussion must, to be at all relevant, must consider those game rules and definitions.

You know, for someone who protested so vehemently against some of us, myself included, commenting on 4e rules when we are not familiar with 4e, you sure claim a lot of knowledge of mechanical alignment while indicating you don't use it and have not for many years.

In a game featuring mechanical alignment, I need not assess whether a character is "honourable". I must assess whether his actions meet the criteria of his professed alignment, and whether they meet the criteria of some other alignment. I do not see "Honourable Kindness" represented among the alignments, although I see honour and kindness expressed in many alignments.
 

Flipping through the 1e Deities and Demigods, I knew that the deities in the book were expressly exempt from class/alignment restrictions. I didn't recall that apparently applied to the heroes too. The book is chock full of non-pure-neutral mortal Druids. It also has a few not-classically-Knightly paladins (although they were all Lawful Good).


Hiawatha - Druid 8/ Paladin 15/ Ranger 10
Theseus - Paladin 13 / Bard 9
Yamamoto Date - Paladin 15
 

Flipping through the 1e Deities and Demigods, I knew that the deities in the book were expressly exempt from class/alignment restrictions. I didn't recall that apparently applied to the heroes too. The book is chock full of non-pure-neutral mortal Druids. It also has a few not-classically-Knightly paladins (although they were all Lawful Good).


Hiawatha - Druid 8/ Paladin 15/ Ranger 10
Theseus - Paladin 13 / Bard 9
Yamamoto Date - Paladin 15
Yes, I agree there were exceptions (though I'm not sure that a samurai really counts as one!)

But I think you're losing the context.

I mentioned the example of Sturm Brightblade as an example, from core D&D material - the Dragonlance Chronicles, for heavens sake! - who did good, and became a beter Knight of Solamnia, precisely because he eschewed the fetishism of rules and precepts in favour of the realisation of the underlying values.

[MENTION=6681948]N'raac[/MENTION] asserted (by way of rhetorical question) that Sturm being a better knight didn't mean he showed us a better paladin. Now obviously N'raac can play the game however he wants, but how can it be seriously asserted that Sturm is not intended as a model for knightly, chivalric, honourable, paladin-esque behaviour within the context of D&D play?

This has the same degree of plausibility as his argument upthread (reiterated just above because, in a moment of alliterative enthusiasm the 2nd ed authors mentioned only Galahad and Gawaine from the Arthurian tales) that Aragorn, Arthur and Lancelot have nothing to tell us about what a paladin might look like or how one might be played.

How much plausibility? None.

EDITed to add: I agree that Hiawatha does have more relevance to understanding the D&D paladin than does Elton John or Paul McCartney.
 
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