Lord Pendragon said: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.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."Without a good reason" makes it morally relative, I'm afraid.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.
How is killing children by starvation and exposure any different, morally, from killing them with a knife?
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.
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.
DevlinStormweaver said:I have decided to carry on playing my paladin, but i am going to try to get the party to become more cohesive and to select a leader. Once we have a leader selected i will then try to get the party to sit down and discuss what as a group we believe is the right thing to do. This isn't my idea , one of the other group member's has come up with it, but he is playing his character as a stay at the back and not get involved, so i will become the spokeperson.
Yes, this is why I made mention of the possibility in a previous post. If there are good/neutral goblins out there, then I can see a paladin taking the goblin children to such a village to be cared for. That'd be the good thing to do. If the campaign world (such as the one where I play a paladin,) does not have good/neutral goblins, then killing them is the way to go.lgburton said:there are good/neutral goblin settlements out there, depending on a person's camaign world. heck, even in just wotc supplements there are good goblins - check out Sandstorm, the Bhuka race.
Um...no. There is nothing relative about an absolute action having an absolute moral value. Neither the action nor the value change, regardless of the nature or viewpoint or culture of the individual."killing human children is always wrong" IS moral relativism. we just don't like thinking about it.
I'm not making an argument for anything. D&D is a morally objective universe, as written. [Good] and [Evil] are consistant universal forces, whose nature remains unchanged regardless of who contemplates them, and whose nature is self-defining, regardless of how any particular culture feels. Every culture doesn't get to define it's own "Good" and "Evil". There is one right answer, the [Good] one, whether a culture knows and agrees with it or not.the situational ethics/moral relativism slope is very very slippery, and i think you should probably clarify your argument here, if you are intending to make an argument for absolute moralism/ethics.
It's impossible to use American law in a discussion about morality. It isn't always relevant. American laws are about order as much as they are about goodness.one is murder, the other is neglect. in alignment terms, one is an evil act, one is a neutral act. there is a serious difference, and even the laws about murder in america reflect this particular issue - motive makes all the difference. 1st degree murder is a very different crime than murder in self defence, isn't it?
And I say again, you become "involved" the moment you killed the goblin children's parents. You can't claim to be not involved in their resulting deaths, however they come about.again, neutrality - someone who is willing to say "i'm not getting involved," is a much different person than someone who is willing to say "i'm killing them for their own good."
Grugni said:regardling the goblins... my belief is simple.
grugni said:Psst the paladins a girl..
Lord Pendragon said: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.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.
Lord Pendragon said: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.
Lord Pendragon said:"Without a good reason" makes it morally relative, I'm afraid. Absolutely right. But it's an outlook that you yourself, even if unconsciously, are practicing. "Depends on the circumstances" is moral relativism.
Lord Pendragon said:Otherwise killing goblin children would either always be right, or always be wrong, just as killing human children is always wrong. 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.
Lord Pendragon said: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.

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