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Piracy And Other Malfeasance
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<blockquote data-quote="payn" data-source="post: 9302735" data-attributes="member: 90374"><p>While I dont believe personal codes are strictly the realm of Law, I dont see an issue with this depiction. A merc relies on being hired by folks that pay for work. Thats a pretty structured system on its own. A society that promotes such is one a lawful person is going to want to be part of. A merc needs to also be a bit morally flexible so neutral seems spot on for such a folk.</p><p></p><p>I love things like this and highly encourage players to create them for themselves and enjoy such traits in PF style. My philosophy though stops short of rewarding for mechanical use of them. I dont like XP mechanically. For example, I dont believe giving XP is needed to make a rogue pick a lock, Bard negotiate a deal, or a fighter to fight something. The mechanics are the character's tool kit and they dont need to be lead to use them. Though, I do know some folks need less ambiguity and to be informed on the intent of play, so XP is very instructive and encouraging to them. </p><p></p><p>I think the disconnect is not the definitions, but the desire to justify decisions. There is a congnative dissonance about being an evil character who brings about good outcomes. Conversely, also a good character who fights in a war. This entire thread attests to the idea anyway.</p><p></p><p>I do want to point out you just tossed together an example of a merc within the alignment system likely off the top of your head. Thats pretty useful to a GM who needs to make countless characters in a myriad of instances.</p><p></p><p>I believe this is overthinking alignment and consequentialism is rearing its ugly head again. If you examine actions historically in D&D its pretty much murder, theft, selflessness, heroism, selfishness, indifference, etc.. If you focus more on the individuals intent (which makes sense because alignment isnt everyones morality) and less on their outcomes it makes better sense. YMMV.</p></blockquote><p></p>
[QUOTE="payn, post: 9302735, member: 90374"] While I dont believe personal codes are strictly the realm of Law, I dont see an issue with this depiction. A merc relies on being hired by folks that pay for work. Thats a pretty structured system on its own. A society that promotes such is one a lawful person is going to want to be part of. A merc needs to also be a bit morally flexible so neutral seems spot on for such a folk. I love things like this and highly encourage players to create them for themselves and enjoy such traits in PF style. My philosophy though stops short of rewarding for mechanical use of them. I dont like XP mechanically. For example, I dont believe giving XP is needed to make a rogue pick a lock, Bard negotiate a deal, or a fighter to fight something. The mechanics are the character's tool kit and they dont need to be lead to use them. Though, I do know some folks need less ambiguity and to be informed on the intent of play, so XP is very instructive and encouraging to them. I think the disconnect is not the definitions, but the desire to justify decisions. There is a congnative dissonance about being an evil character who brings about good outcomes. Conversely, also a good character who fights in a war. This entire thread attests to the idea anyway. I do want to point out you just tossed together an example of a merc within the alignment system likely off the top of your head. Thats pretty useful to a GM who needs to make countless characters in a myriad of instances. I believe this is overthinking alignment and consequentialism is rearing its ugly head again. If you examine actions historically in D&D its pretty much murder, theft, selflessness, heroism, selfishness, indifference, etc.. If you focus more on the individuals intent (which makes sense because alignment isnt everyones morality) and less on their outcomes it makes better sense. YMMV. [/QUOTE]
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