I don't quite follow your comment. As I said, I don't understand why a LN character - say, a stereotypical monk - should oppose a CN one - say, a stereotypical bard - any more than a peanut-butter eater should oppose a chocolate eater. They might have the odd snipe at one another, and they never dine together! But they're hardly going to go to war, are they?I don't quite grasp how we have an order versus chaos conflict, if the lawfuls and the chaotics get along fine. Conflict implies they don't get along so well.pemerton said:In my campaign, there is a morally-laden cosmological question at issue - heavenly order vs primordial chaos. I don't think the alignment mechanics have anything to say to it at all, because the alignment mechanics do not tell me whether law or chaos is more desirable (and I do not see why a LN character should oppose a CN one any more than a peanut-butter eater should oppose a chocolate-eater)
This is highly contestable for at least two reasons. First, it assumes without argument that morality is not personal in any way - whereas many moral traditions (especially pacifist ones) require particular group members or role-holders to be under moral obligations that do not generalise across others. Second, it assumes without argument that various forms of moral subjectivism and relativism are false.It is also inconsistent if the action is categorically Evil for PC 1 and definitively Good for PC 2.
You seem not to understand what it means not to use mechanical alignment. That means that there is no adjudication of the PC's morality. There is no such thing as an action being inside or outside the character's moral code, as far as the game's mechanics are concerned.If the player decides his basically decent character decides to take any given action, we must accept that the action is benevolent and decent, since the PC's moral code calls for such and he can never be outside that moral code without player consent.
What do you mean that "we cannot gainsay it"? Other participants in the game can gainsay it however they want. They can, in character, have the characters they control speak to the PC. They can, out of character, hurl abuse or dice at the player. It is no different from the player who describes his PC as clever but is regarded by other participants as a fool.Whether we slap the NG label on the character or simply allow the player to say his character is a decent fellow who does the best that a good person can do, is devoted to helping others and works with legitimate authority but does not feel beholden to them - he believes in doing what is good without bias for or against order, we still have a description which we cannot gainsay.
Who judges whether the choice is based on expediency or sincerity?
Hussar's reply is pretty good.If you cannot tell if your players are being sincere or not N'raac, I suggest talking with them out of game.
where the player decides, the PC is de facto immune.
In addition to Vyvyan Basterd's point, I would point to freeform social resolution, which I believe remains pretty popular among D&D players. In free from play of that sort, no one (PC or NPC) gets persuaded of anything except as a result of talking things out and then deciding how the character in question would react.The player deciding is *not* de facto immunity. I have chosen, as a player, for some very bad things to happen to my character, up to and including death. If it fit the mood and the story I spoke to the GM and asked for bad stuff to happen. And I play with a fair number of people that would do the same.
Allow me to paraphrase, then: I don't care.You seem to frequently switch between having no idea how alignment works, as you don't use it, to being expert in its usage to determine how others would apply it and how that application would detract from your enjoyment of the game. Which is it?pemerton said:I don't know - I'm not the one who uses alignment.N'raac said:Could this be good role playing? Sure. Would it mean immediate alignment change? Why should it?
You are running together the character with the player. It is the player who provides the GM with a wishlist, not the character (who does not even know the GM exists, unless you're playing a break-the-fourth-wall style of game).So if my character wants a very specific item of treasure, can he simply toss away whatever else he finds until the GM gives him what he wants?
Hit point loss can occur for all sorts of reasons. For instance, a player might spend a healing surge to activate an ability of some sort (whether freeform or via a pre-specified power). A player might declare an action - like jumping into some dangerous terrain - that results in hit point loss if it succeeds but not if it fails (because the action having failed, the PC remains stuck in safe terrain).As to loss of hp being comparable, we've danced that dance more than enough, I think. Do the hit points just vanish with no mechanics behind their removal, or are they based on actual rolls failed by the player, or succeeded at by his enemies.
By way of repetition (4e DMG 2, p 101, author Mike Mearls):You have consistently provided rules quotes on the consequences of failure to support the adjudication being simply part of the rules
The player didn't fail a roll. Failing a roll is not a necessary condition of suffering a consequence.while steadfastly refusing to indicate what roll the player failed to result in a negative consequences you imposed
Are you being punched in the face right now? I assume not - yet presumably you are confident that if that were being punched right now, it would detract from your current experience.Absent the same play with and without alignment, and a comparative study, we have no evidential basis for any specific element adding to, or detracting from, play.
Here are two that I found in a couple of minute's reading around about the late 500s:I'm still waiting for an example of this (if it's the single most prominent strand in my posts shouldn't be hard to find plenty of examples)... since IMO you are mistaken.
The problem with the trust your players argument is that it ignores the fact that ultimately D&D is a game, a game where a player is advocating for their particular character. It is not a game where death only happens if the player agrees, it is not a game where you are constructing a "story" and it is not a game where individual awards, treasure, etc. are meaningless. Thus there is plenty of impetus for a player to do what is convenient/best/optimized/etc. for their character...
I mean if I trust my players and they are all there to participate in a challenging but fun fantasy adventure... well shouldn't I trust them to select appropriately challenging monsters for themselves and shouldn't I trust them to set appropriate DC's for themselves? I mean if I can trust them to follow the edicts and code of a particular deity or cosmological force without advocating for themselves when it becomes easy or (in their minds) necessary for their characters survival... Why shouldn't I trust them to select appropriate treasure for their victories, or anything else in the game? Yeah, as you can probably tell, I'm not really buying the "player trust" argument.
there are literally hundreds if not thousands of fantasy role playing games that don't have alignment in them much less alignment with a mechanical effect. In fact I am hard pressed to think of a game outside D&D (Besides clones) that uses alignment, in a way that directly impacts the game. This, IMO and regardless of how minimal people try to paint alignment in earlier editions (which I generally disagree with but will leave that argument for another thread), is a true D&D-ism and I'm finding it hard to sympathize with those claiming it should be taken out of the game when there are so many other games without alignment. This is one of those things where I feel like if you want alignment gone or morally subjective paladins... then perhaps you are looking for a different "story" than the one D&D has been designed (out of the box) to facilitate for the majority of it's run.
Here are two that I found in a couple of minute's reading around about the late 500s:
I find it quite interesting to hear how others might be playing the game differently from me. I find it frustrating (and a little bit affronting, although not all that affronting - but that was the verb that was put into play by some of the posts I was replying to) to have posters try to tell me that if only I knew how to use alignment properly than I would find it to improve my experience.
Out of curiosity, has this happened by the major players in this discussion? I don't know if it's happening or not, I just know that I never saw it when I poked my head in, but that was only for maybe one page every 10-15 that went by.
I don't quite follow your comment. As I said, I don't understand why a LN character - say, a stereotypical monk - should oppose a CN one - say, a stereotypical bard - any more than a peanut-butter eater should oppose a chocolate eater. They might have the odd snipe at one another, and they never dine together! But they're hardly going to go to war, are they?
But what does the prospect of "lawfuls and chaotics getting along fine" have to do with a conflict between heavenly order and primordial chaos?
My game does not have lawfuls and chaotics. It has gods and primordials (and their various allies, servants and devotees). The basis of their conflict has nothing to do with one being a monk and the other being a bard. It is grounded in their incompatible attempts to impose their wills upon the world - incompatible because they want to do fundamentally different things with it.
This is highly contestable for at least two reasons.
You seem not to understand what it means not to use mechanical alignment. That means that there is no adjudication of the PC's morality. There is no such thing as an action being inside or outside the character's moral code, as far as the game's mechanics are concerned.
What do you mean that "we cannot gainsay it"? Other participants in the game can gainsay it however they want.
In addition to Vyvyan Basterd's point, I would point to freeform social resolution, which I believe remains pretty popular among D&D players. In free from play of that sort, no one (PC or NPC) gets persuaded of anything except as a result of talking things out and then deciding how the character in question would react.
Some stuff about how default 4e works
You are running together the character with the player. It is the player who provides the GM with a wishlist, not the character (who does not even know the GM exists, unless you're playing a break-the-fourth-wall style of game).
The weirdest thing about this, for me, is the player of a paladin even framing the discovery of poison as a discovery of treasure! Why is that treasure, for a paladin?
From the GMing point of view, the game is built around the assumption of so many parcels per PC per level. If the player of the paladin, for whatever reason, does treat the poison as a treasure then there's one of the parcels placed!
Hit point loss can occur for all sorts of reasons. For instance, a player might spend a healing surge to activate an ability of some sort (whether freeform or via a pre-specified power). A player might declare an action - like jumping into some dangerous terrain - that results in hit point loss if it succeeds but not if it fails (because the action having failed, the PC remains stuck in safe terrain).
There are all sorts of ways hit points can be lost beside failing a roll or having an enemy succeed at a roll. This is particularly significant in the adjudication of a skill challenge, because in a skill challenge only the player's roll, so the GM often has to introduce consequences for declared actions by reference to the fictional situation, with player successes modulating those consequences but not necessarily eliminating them all (eg the example from Mike Mearls in DMG2 that I posted upthread, where a consequence for success in helping recapture slaves is a penalty on subsequent Diplomacy checks made to charm slaves).
Once again, I feel that your comments display your unfamiliarity with some of the core techniques for adjudicating 4e, and particularly skill challenges.
By way of repetition (4e DMG 2, p 101, author Mike Mearls):
If the characters capture the slaves, they gain a +2 bonus to all skill checks involving guard patrols . . . but take a -5 penalty to all checks involving slaves and those sympathetic to them
The player didn't fail a roll. Failing a roll is not a necessary condition of suffering a consequence.
IOIf you cannot tell if your players are being sincere or not N'raac, I suggest talking with them out of game.
I can't tell if you're agreeing with me or not - you post all this stuff which looks like it's intended as rebuttal, then say that L/C plays out mostly as I describe. So in whay way am I wrong?If Chaos is actively seeing to undermine Law, and vice versa, in an epic fantasy manner, them simply getting along seems unlikely.
<snip>
So one wants a Lawful world and the other a Chaotic world, or so I presume. Would not a Lawful character lean to a Lawful world, and a Chaotic character to a Chaotic one? Now, most games I see focus largely on Good/Evil, and Law/Chaos does tend to play out much as you suggest - a bit of occasional sniping, and perhaps the occasional debate regarding tactics.
What do you think this means for play? It's like saying the player defines his/her PC's eye colour - it's not a statement about mechanics or adjudication, because there is no mechanical alignment.It has been repeatedly stated that the PLAYER defines whether any given action falls within the PC's moral cod
I think you're missing the bigger picture. A player might assert that his/her PC's power derives from being honourable. But the other players, and/or their PCs, can look at the PC's conduct and deny this. For instance, in my own game the player of the paladin of the Raven Queen (mostly in character, sometimes out of it) routinely denies the claims of the fighter/cleric of Moradin to be acting in a truly honourable way; and the player of the dwarf (generally in character) characterises the paladin as a worshipper of an evil god.Where a character's abilities are derived from adherence to a moral code, the lack of any negative consequence for a given action presupposes those action were not inconsistent with that moral code
The PC, like the NPC, has the capacity to persuade others. The player, unlike the GM, has a mechanical resource available."The PC can never be swayed without the player's consent,. but NPC's are subject to diplomacy rolls" grants the PC's an ability NPC's can never have, an approach which has never sat right with me.
Are you describing? Projecting? What actual play examples do you have in mind.It's treasure if it can be used to accomplish his goals of defeating the Tyrant Duke, so we're into a circle game.
So the Paladin smashes the vials to the floor - "Vile poisons - such a dishonourable villain who would stoop so low." You owe me a different treasure package, GM. "Gold and gemstones! The love of money is the root of all evil. Leave it lie in the filth it leads men to." You owe me a different treasure package, GM. Here's the short list of things my character is not morally opposed to taking as 'treasure'.
My quote from the DMG 2, p 101, does not refer to consequences of faiure. It refers to a -5 penalty consequent upon success.Your own quotes have all referred to "consequences of failure", yet no failure has been identified.
It only applies to characters who help the guards recapture escaped slaves. How is that not a specific allegiance?Seems like something that applies to all characters, not specific ones who have specific allegiances.
I don't understand how you arrive at the conclusion in the second sentence without using real-world reasoning.not interested in real world history and philosophy of ethics. Once these are tangible forces, many of the questions go away

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