In your campaign, which is worse: killing or stealing?

ledded said:
You could have a person who is a city bureaucrat, a petty and selfish little man who uses his position for gain at the cost of others but still manages to perform his job. He hasnt done any outright acts of total evil, mostly abuses of power for small material gain in the gray areas of his job and occasionally disgracing a rival in the system, and while not being liked because of his snivelling ways is respected by his superiors and peers as an efficient civil servant. He would be considered 'evil' by the definition of the alignment system, even though he has not committed any seriously evil acts. Does that make it ok to kill him and take his property? It says evil on his sheet.
Not in my campaign, it doesn't. A character like that would probably be Neutral.


A paladin believes it is his deity-given right to punish the wicked, sometimes at the cost of innocent life. He decides who is guilty and who is not, and he has tracked down and slain ordinary men who have broken the law, say for instance they stole to feed their family, even beaten a fat selfish merchant when caught. He broke the law, and paid the price. Does that make the paladin good, that he wantonly killed an ordinary man who fell upon hard times? Is says good on his sheet.

No, it says Javert.

*ahem* In my view, it says LAWFUL good


And the good is only because we are assuming he is a paladin, and therefore still righteous in the eyes of his deity.

IMO, someone, even a paladin, would slip slowly towards Lawful Neutral if they behaved like that.

(Although in my campaign, the paladins have slipped towards a more lawful interpretation than good... but that's a plot point, and therefore divorced from the rules.)
 

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Dreaded Beast, I think what you are running into is character vs. player dislike of a thing. In truth, were the characters flesh and blood, and being held at sword-point with the proverbial "money or your life", most characters will fight for their possessions. This is because indeed, "things" are rarer in a D&D game than "life."

Especially in games where players are allowed to come back in with a certain amount of equipment and experience, WHAT is there to lose by fighting for what you've acquired tooth and nail? If you give it up, then some players see that as "losing" to the DM. Depending on the campaign's rules for new characters or for resurrections, it took a LOT longer to build that unique character and acquire his treasured belongings than it would to acquire a new life. Even in games were characters come back in with minimal equipment, it's still worth saying that "oh, well, I went out fighting." The concept of life being more valuable than property doesn't enter into it.

Now, if we made players jump through hoops JUST to get back in, or if we ostracized players when their characters died a la Marcie/Blackleaf in Dark Dungeons, then we might see a more modern approach to putting life over valuables. Not saying anyone SHOULD, but I'm hypothesizing here about WHY it is that so many players will have their characters fight to the bloody end for their things.

Then again, perhaps that IS the better approach, to let property be more valuable than life. After all, 1000 years ago, this very notion DID find more prevalence! Peasants were a dime a dozen; LAND was far more important. The only time someone was worth something was when they were attached to someone who owned a lot of property. There were no banks as we know them; no creditors who would help you get back on your feet, especially if poor; little to no charity organizations that helped those in hard times. If you are foolish enough to travel with EVERYTHING you own anyway, and someone comes to rob you, what choice DO you have but to fight in these circumstances?!?! :D
 

We had both of these sins occurr in the most recent session of the Parent-Kid game.

One young man's character (an 8 year old) uncovered th innkeeper's life savings stashed under a step in the Inn following a brawl at the Inn. His conscience (sp?) got the better of him and he returned the illgotten monies.

The other young man's (a 13 year old) character, a barbarian, who started the above brawl, went on a killing rampage at the circus (I'm still not quite sure why that happened) and was joined by another player (also 13 yaers old), whose PC was town resident. Another member of the party was apprehended in connection with the slayings, and is now forced to hunt down the above two criminals and return them to town alive.

Well, were having a hanging next session, and its not for stealing.
 

dreaded_beast said:
In your campaign, which is worse, killing or stealing?
IMC, killing is considered "worse" - but both are evil* (if killing is not in self-defense, and stealing is purely for greed). (*IMC, of course.)
However, I then brought up the arguement of "what about all those people we kill just because they are evil or think that evil?" My arguement was that taking a life is worse than stealing. The group still felt differently.
Sounds like a pretty scummy group to me. The PCs IMC have never ever killed anyone just because they were evil (much less "thought" they were evil). Both seem poor options to me.
How is this handled in your campaign?
By imprisoning the scum.
 

I think part of the problem is that you're contrasting killing--which may or may not be wrong--with stealing which is always wrong. You might just as well contrast murder--unjustified killing which is by definition wrong--with taking something that isn't yours. There are times when we would consider it justified to take something that isn't ours (then we often call it commandeering or something else) but we wouldn't always call that theft.

You ran into this problem with your justification of the actions too. "But we kill people all the time" doesn't help you justify anything if by "killing people" you mean, bursting into the secret temple of Hextor, cutting down the evil acolytes as they attempt to summon a demon and killing the high priest just before he can drive his sacrificial knife into the heart of the beautiful virgin he tied to the sacrificial altar. Similarly, it doesn't help your case if by "killing people" you mean finding the pirates who have been attacking merchant vessels in the region, boarding their vessel, defeating them, and then hanging them as pirates. Those are generally considered good and praiseworthy acts rather than blameworthy acts. They make you heroes not villains. They certainly would not be considered murder.

(Now, lying in wait along the side of the road for people who had done you no wrong to kill them and take their money would be considered murder but if that were what your characters were doing, the argument would be "we're evil, what's your problem? Do you expect me to behave like a paladin?")

The other problem is that you explain that your primary motivation is greed. You want money and apparently being a hero doesn't earn you enough of it so you steal it. You rationalize it by saying that you only take it from people who've got it coming, but the real reason you steal, by your own admission is that you are greedy. Based on that, I would say, your character is Chaotic Neutral at best. Chaotic Good characters may be described as stealing from the (unjustly) rich and giving to the poor. You're stealing from the (unjustly) rich and keeping it for yourself. There's a big difference.

That difference is implicitly recognized by your companions. Their reticence to be associated with someone who steals from people who "have it coming" to line his own pockets is understandable. It's not that big a step from there to stealing from people who "won't miss it" when you need money and push comes to shove. And from there, it's not a big step to just plain stealing from "people." After all, most people have more than they need. Even the peasant with two pairs of shoes only uses one at a time.

If you suggested to your companions that the next time they get evidence that some merchant in the city is evil, you coordinate a heist that will leave him suitably punished for his evil activities but leave him with his life and a chance to amend his ways, you might get some traction. (Their arguments against this would probably NOT be that "that's stealing" but rather would more likely focus on the need for people to see that justice is done in order to encourage virtue and discourage vice in the body politic). On the other hand, the way you contrast it above, it's not a live option for the party to engage in but rather a transparent rationalization for your greed.
 

What about Robin Hood? Granted, he gave most of what he stole back to the poor, but he's a pretty good case of stealing being justified despite. Especially since I'm sure Robin took some of the money he stole and re-invested it into supplies for the group.
 

Good points Elder Basilisk!

Elder-Basilisk said:
I think part of the problem is that you're contrasting killing--which may or may not be wrong--with stealing which is always wrong. You might just as well contrast murder--unjustified killing which is by definition wrong--with taking something that isn't yours. There are times when we would consider it justified to take something that isn't ours (then we often call it commandeering or something else) but we wouldn't always call that theft.

So based on the above stealing is always wrong and killing may or may not be wrong? I do not entirely agree with this belief. While I believe stealing is wrong, when compared to taking life, it is the lesser of two evils.

You ran into this problem with your justification of the actions too. "But we kill people all the time" doesn't help you justify anything if by "killing people" you mean, bursting into the secret temple of Hextor, cutting down the evil acolytes as they attempt to summon a demon and killing the high priest just before he can drive his sacrificial knife into the heart of the beautiful virgin he tied to the sacrificial altar. Similarly, it doesn't help your case if by "killing people" you mean finding the pirates who have been attacking merchant vessels in the region, boarding their vessel, defeating them, and then hanging them as pirates. Those are generally considered good and praiseworthy acts rather than blameworthy acts. They make you heroes not villains. They certainly would not be considered murder.

Granted, within the context of DND, violence and combat is one of the driving factors of the game and the above scenario is why many people probably play. However, I believe whether or not an act is considered "good" or "praiseworthy" depends entirely on the type of campaign you play. I believe the above may be so for your campaign, but not entirely so for others.

In my opinion, it sounds as if, since these are "bad guys" killing them is not a problem since they deserve it and had it coming.

(Now, lying in wait along the side of the road for people who had done you no wrong to kill them and take their money would be considered murder but if that were what your characters were doing, the argument would be "we're evil, what's your problem? Do you expect me to behave like a paladin?")

This I have no problem considering an evil act. As I think more about it, I am starting to believe there is a difference in what is considered "evil" within the DND context and alignment system, as oppossed to what is considered "evil" using real world morality and ethics.

The other problem is that you explain that your primary motivation is greed. You want money and apparently being a hero doesn't earn you enough of it so you steal it. You rationalize it by saying that you only take it from people who've got it coming, but the real reason you steal, by your own admission is that you are greedy. Based on that, I would say, your character is Chaotic Neutral at best. Chaotic Good characters may be described as stealing from the (unjustly) rich and giving to the poor. You're stealing from the (unjustly) rich and keeping it for yourself. There's a big difference.

But does greedy necessarily conotate evil? In the PHB under alignment there is a fine example of the Lawful Good merchant who cheats a stupid adventure out of his money by overcharging him. However, he feels guilty afterwards and lets his next customer have a big discount. My point is that, I do not believe that greed is necessarily evil. In DND terms, I see greed affecting more of the Lawful-Neutral axis instead of the Good-Evil axis.

If you suggested to your companions that the next time they get evidence that some merchant in the city is evil, you coordinate a heist that will leave him suitably punished for his evil activities but leave him with his life and a chance to amend his ways, you might get some traction. (Their arguments against this would probably NOT be that "that's stealing" but rather would more likely focus on the need for people to see that justice is done in order to encourage virtue and discourage vice in the body politic)

Here you ware wrong, because I did present such a proposal to my adventuring party, but it was meet with reluctance and dislike. They said "it's stealing", "it's wrong", etc.

I guess it wouldn't bother me so much if the campaign didn't seem so inconsistent. After this discussion, the party dwarf and paladin, believing their to be evil afoot in a scuzzy tavern frequented by "evils" went on a killing spree. What happened was that the bouncer wouldn't let in the dwarf and paladin, so the dwarf attacked him. The bouncer retaliated resulting in his death and then chaos insued.

Anyways, the result of this was nothing. Basically a slap on the wrists, the people you killed were "bad guys" anyways so noone is going to miss them.

While I don't entirely agree with your points Elder Basilisk, they are still interesting and have helped me think about my own stance.
 

We've been focusing alot on why the stealing would be evil or not.

I think in order to reason wether killing would be more or less evil than stealing a firm basis on why killing the merchant would be or not be evil is needed.

Dreaded beast, in his original post, made it seem like killing the merchant in said situation would not be evil in the slightest. Why?

I think we can all agree (but if not please say so!) that if said thief actually killed the merchant he would at best be Neutral (and most probably non-lawfull). How does this differ from bashing in the door with your fellow party members and then killing him (and probably every fighting servant along the way)?

Now we contrast this with the other situation mentioned (the evil temple). If you break into an evil temple on the sole reason of greed, and a virgin is being sacrificed while you lurk in the shadows pilfering valuable relics, then in that case stealing would be worse than killing, since (as a good character) you should have at least tried to save the poor virgin (evil by inaction).

All in all I tend to agree with Dreaded Beast that killing is worse than stealing.
 

dreaded_beast said:
Good points Elder Basilisk!

Thanks.

So based on the above stealing is always wrong and killing may or may not be wrong? I do not entirely agree with this belief. While I believe stealing is wrong, when compared to taking life, it is the lesser of two evils.

Maybe so. I think the problem is that stealing is actually a bit more ambiguous than I let on. There are a lot of circumstance under which even most moral absolutists would say that theft is excusable even though it's wrong. The contrast is made more difficult because, while we have murder for "the kind of killing that is wrong" to contrast with simple killing (which may or may not be wrong), we don't have any simlar neutral/bad word for stealing.

Granted, within the context of DND, violence and combat is one of the driving factors of the game and the above scenario is why many people probably play. However, I believe whether or not an act is considered "good" or "praiseworthy" depends entirely on the type of campaign you play. I believe the above may be so for your campaign, but not entirely so for others.

What is good certainly depends upon the campaign. Even assuming that the same basic moral principles hold from campaign to campaign, non-moral facts will make a big difference. For instance, in one campaign, certain animals might have reincarnated human souls and it would be wrong to kill them for food. In another campaign, they might have animal souls or no souls at all making that acceptable. In yet another campaign, said animals might be sacred to the god of goodness and killing them would be impious and therefore wrong.

What is praiseworthy will vary even in the same campaign. For instance, in a campaign I ran a while back, making offerings to the gods was considered generally praiseworthy in the Empire, generally blameworthy in a breakaway republic (who followed a prophet who had taught that all so-called gods were demons who devoured the souls of the dead), and in another land, it was considered praiseworthy to make offerings to the god known as the Emperor of Heaven in the empire (for that was the name by which men knew their creator) but blameworthy to make offerings to any of the other gods (for they were not divine but merely the rebellious servants of the creator).

I think that there is, however, a basic level of praise or blameworthiness that will be common to most cultures in most campaigns. For instance, the violence of a soldier who is defending the just government of his country from a foreign aggressor is almost always considered praiseworthy when kept within certain bounds. In most games, the violence of a traveller who sees the stereotypical woman being assaulted by a gang of toughs and comes to her defense is generally considered praiseworthy too. By the time the violence gets down to the level of a Punisher, it's no longer clearly praiseworthy but it's not generally seen as clearly blameworthy either. IME, most D&D campaign violence tends to fall within that spectrum and that's why it's possible for the PCs to generally be considered good despite their violence.

In my opinion, it sounds as if, since these [the evil human-sacrificing death cultists] are "bad guys" killing them is not a problem since they deserve it and had it coming.

That's my opinion also.

This I have no problem considering an evil act. As I think more about it, I am starting to believe there is a difference in what is considered "evil" within the DND context and alignment system, as oppossed to what is considered "evil" using real world morality and ethics.

I don't think that's necessarily true. My opinion is that the D&D alignment system is useful to exactly the extent that it illuminates real world morality in the context of the game and ceases to become useful when it ceases to illuminate real world morality.

The primary difficulty with it, I think (other than its inclusion of law and chaos which are IMO incoherent as ethical or even philosophical categories) is that it doesn't clearly integrate its functions as an act and a virtue ethic. As a virtue ethic, it asks "What kind of qualities does a good person have?" and "is this person good?" That determines a character's alignment. As an act ethic, it asserts that "casting animate dead is evil" and "killing innocent people for fun is evil," etc. However, how many evil acts it takes to make a person evil or how many good acts it takes to make a good person evil is not clear. Indeed, how individual actions interact with alignments isn't clear.

Then again, integrating act and virtue ethics is somewhat difficult in philosophy too so that is not to be wondered at.

But does greedy necessarily conotate evil? In the PHB under alignment there is a fine example of the Lawful Good merchant who cheats a stupid adventure out of his money by overcharging him. However, he feels guilty afterwards and lets his next customer have a big discount. My point is that, I do not believe that greed is necessarily evil. In DND terms, I see greed affecting more of the Lawful-Neutral axis instead of the Good-Evil axis.

I don't think displacing greed onto the law/chaos axis helps you in that situation. The merchant in the example is Lawful as well as Good. And if you wanted to make greed a quality of law, then your character still has the wrong alignment (as do most greedy CN barbarians and CE assassins).

The example is further complicated by the question of what it means for an independent merchant who sets his own prices to "overcharge" someone. If it means setting his asking price high because he can see that the adventurer has money, there's clearly an element of greed there but it's not clear that he's done anything wrong. The situation is different if he sells the adventurer a vial of water and tells him it's a potion of healing or sells the adventurer rotten apples or hemp rope and claims that it's silk. It's also different from leaving his finger on the scale as he weighs the adventurer's gold.

But I think it can still be explained if you start from the assumption that greed is a vice and that it's evil:
The merchant's lawful good alignment represents the fact that he generally has the virtues that make people both lawful and good. That doesn't mean he has no vices (he's still somewhat greedy) but generally his virtues win out and predominate over his vices. (And his greed is a lesser vice than some others he might have).
The merchant's overcharging the adventurer (I'll assume it's not fraud) represents his greed winning in a particular situation and causing him to commit an act which is evil (for sake of argument, I think it's probably more on the shady end of neutral assuming there is no fraud involved).
His subsequent reaction (feeling guilty and resolving to be more generous as evidenced by the discount he gives the next person (hopefully someone who needs a discount)) demonstrates that greed is not yet a dominant attribute of his character and enables us to still say that, on the whole, he is still possessed of the lawful good virtues.

Here you ware wrong, because I did present such a proposal to my adventuring party, but it was meet with reluctance and dislike. They said "it's stealing", "it's wrong", etc.

Now that I know there's a paladin in your group I'm no longer surprised. Paladins tend to have a less flexible view of such things and even though they might recognize the outcome as better often prefer to achieve their outcomes on the recognized and acceptable path rather than a shady one. The arguments I supplied are, I suppose the arguments that would defend such a paladin's position as the proper one rather than the ones a non-reflective paladin (int is often a dump stat for paladins) would have to hand. "I'm a paladin, it's my job to obey the precepts of my god and my king; it's not my job to think about them. If you want to know why it's right, ask one of the doctors of the church--explaining and thinking is their job."

I guess it wouldn't bother me so much if the campaign didn't seem so inconsistent. After this discussion, the party dwarf and paladin, believing their to be evil afoot in a scuzzy tavern frequented by "evils" went on a killing spree. What happened was that the bouncer wouldn't let in the dwarf and paladin, so the dwarf attacked him. The bouncer retaliated resulting in his death and then chaos insued.

Anyways, the result of this was nothing. Basically a slap on the wrists, the people you killed were "bad guys" anyways so noone is going to miss them.

Well that does sound a bit inconsistent. I suspect that, if properly explained, a lot of players would recognize that killing the scuzzy bouncer for not letting them in was wrong (though they might well conclude that they should have done subdual damage or stabilized him instead rather than that they ought to have avoided the confrontation). But maybe not....

[edit] I should point out that situation sounds like one that the paladin would at the very least get a serious warning for and the dwarf might discover that Holy Smite hurts next time he's in the area of effect[/edit]
 
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ledded said:
A paladin believes it is his deity-given right to punish the wicked, sometimes at the cost of innocent life. He decides who is guilty and who is not, and he has tracked down and slain ordinary men who have broken the law, say for instance they stole to feed their family, even beaten a fat selfish merchant when caught. He broke the law, and paid the price. Does that make the paladin good, that he wantonly killed an ordinary man who fell upon hard times? Is says good on his sheet.
Ok the first time a paladin would do something like that in my campaign they would at least loose their abilitys for a few days as a warning. That is not an act that a true paladin would do. Someone who does this stuff may think he was a paladin, but if he kept it up he would lose any powers that he had. This includes those paladins that use detect evil as a license to kill. The problem here is that some dms are to merciful when it comes to aligment. If something happens once or twice then the player can come off with a warning. But if this happened regularly like in you example then this would be a time to use an eraser on the word good on the sheet. Alignment may start with what the player chooses but in the end its the characters actions which deterimines their real alignment not two words written at character creation.

Now on whether theft or killing is worst, it all depends on the circumstances. Stealing from a poor family with 5 kids, is worse then killing a goblin that ambushed you on the road. On the other hand stealing from a greedy merchant, is much better then killing the good and just mayor. So there are circumstances where one is a more virtueous choice then the other, and circumstances where one turns out to not be evil at all. I mean is there anyone who wouldn't put Robinhoods alignment at one of the good alignments and he is one of the most famous theives of all.
 

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