haakon1 said:
I make a (big) distinction between "usually" evil in the alignment stat and "always" evil. Goblins are only "usually" evil -- it's in their culture, and perhaps in their being, but like Drizzt, they are not irredeemable.
Fair enough. As I said, there are many things a paladin player needs to get rulings on before a campaign starts. The morality of killing goblins and goblin children is one of them.
That makes their kids more or less innocent, not to mention defenseless. I like what Ellie did with having them detect as faintly evil -- that sounds about right. Somewhat corrupt by nature, but mostly by nurture.
But if this is true, there should be Neutral or Good goblin settlements out there. Every goblin tribe cannot be Evil, unless it's inherent to their nature. So in your campaign, I'd expect the paladin to be able to find a neutral goblin tribe with which he could leave the goblin orphans.
If there is no such tribe, if invariably a group of goblins getting together will turn to evil, then there's nothing "usually" about it.
So, killing a devil is always good, but killing a goblin is only usually good. Killing an innocent defenseless intelligent creature of any species, without a good reason, it always wrong. No moral relativism in my campaign.
"Without a good reason" makes it morally relative, I'm afraid.
I think the "depends on the circumstances" moral relativism stuff is more of the modern outlook that absolute right and wrong.
Absolutely right. But it's an outlook that you yourself, even if unconsciously, are practicing. "Depends on the circumstances" is moral relativism. Otherwise killing goblin children would either always be right, or always be wrong, just as killing
human children is always wrong.
That said, I would not do an alignment change to evil for abandoning the goblin kiddies -- that seems more of a neutral act to me.
How is killing children by starvation and exposure any different, morally, from killing them with a knife? In either case, you're killing them. The only difference, AFAIAC, is that the adventurer who chooses to kill by exposure is squeemish and a coward, while the adventurer killing with a knife is at least honest about what he's doing. And more merciful besides. Dying from exposure can take days.
For gleefully killing them, I wouldn't do an alignment shift either -- I wouldn't even warn the player it's an evil act, though I consider it such. But I would use the campaign to deal with it -- law enforcement may or may not care about it, but it might do something like start a bigger war with the goblins. Consequences to actions is good role-playing, I think.
Logical consequences to actions makes for a good campaign, yes. Trumped-up, unbelievable consequences to certain actions the DM doesn't like, with no warning or explanation, never makes for a good campaign.