Humanophile said:
The subject says most of it. Whenever a Paladin thread or anything like that comes up, you have people pointing out that "evil need not mean torturing children, it may just be a merchant who cheats his customers" or somesuch.
Maybe it's the moral relativist in me. Maybe it's a deep-seated absolutist urge. But to me, the vast range of human behavior, the people you see all around you, should be neutral. Alignment should be an extreme case. Magic shouldn't be able to tell if I help little old ladies across the street, I should have to have a nigh-epic mindset before my soul resonates with the forces of Good enough to have tangible results. And at the same time, Big Bads like fiends aren't quite the same if all they do is kick puppies; I want my players, faced with an embodiment of evil, to have a deep personal investment in wiping this blemish from the multiverse.
But rant aside, how single-mindedly obsessed do you expect characters to be about their alignment? (Or conversely, how single-minded are creatures with innate alignments.) What are some good thresholds for changing from one to the other?
My game isn't exactly normal, but my evil is EEVEL with a capital double E. World destroying, town killing, slave capturing, child torturing evil. However, one particular EEVEL NPC is all the more disturbing because he's a nice guy. He just can't help being an evil, wrong, perversion of nature. It's grafted on to him now, he agreed to it, and the only way to wash away the pain is death.
There's some lesser evil with a single capital E. Living sacrifices, torture, and enjoyment of killing people and a society abound here. Most of the evil antognists not associated with the group above fall in here. There are also the supernatural predators in here, just because it's convienent for the overall feel of the game tol define them as Evil.
There are a few lower case e evil guys around. But we're talking racketeers, and people who profit from pain. You could smite them, but it'd be a waste.
Then, the vast majority of evil spelled with misguidance, ignorance, and cultural barriers. Still smitable, but definately not worth it.
Then, all the normal folk.
Lets say one of these supernatural predators decided to not torture humans to feed off of their fear, but instead took blood, damaging the host less, but being fed much worse off. Would they be Evil? They'd detect, but I'd probablly describe it as purple. Still dark, but different. Smitable? Definately. When do they become not evil? When I'm convinced and my players are convinced they're not. Hence, my leaning towards smiting nearly everything. It's our shared reality, I like to let them influence the governing of it, especially on things that make good story points.
edit: So, what I mean to say is: plenty of EEVELL for smiting, and lots of evil for doing whatever the party will.