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so, exactly how evil are we talking here? (kinda long)
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<blockquote data-quote="EdEtkin" data-source="post: 846259" data-attributes="member: 4644"><p><strong>Another long post...</strong></p><p></p><p></p><p></p><p>That is a very interesting point. In our game, the party has come up against many other opponents in the past (virtualy all human -- we have a human-centric game), and through great roleplaying on their part have even managed to redeem some of them. In some cases, when learning the bad guy's story the party realized that he had certain reasons for his actions and could be perhaps eventually turned away from his path. </p><p></p><p>As I said in my previous long-winded post, heroes in Elimbor have a moral compass that gives them a feeling if something they are about to do is "evil". So far there has been no issue of getting that feeling when killing disabled inherently evil creatures. In fact on one occasion, the party finished off a disabled goros (a horrible evil race of creatures in our game) without any issues.</p><p></p><p>Steve (the other player in our game who posted above) made a very good point -- there very well may be a good in-game reason that the characters are not yet aware of for why they got the sense that act in question was labeled as evil. </p><p></p><p>There are many other things about our game besides PCs being special heroes and having edges that separate it from a stock D&D world (if there is such a thing) -- for example there are no active gods (they left ages ago, but there are those that seek their return) and thus no spell-casting clerics (i.e. no healing spells or raise dead or resurrection).</p><p></p><p>In our game, there is one wide-spread relatively good and neutral alligned church that venerates a person (Telcor) that thousands of years ago sacrificed himself to prevent the gods from destroying Elimbor before they departed. And this church has canonized other humans over the ages making them into Saints. The clerics of this church rely on their faith and oratory ability to spread the word (not on miracles, since they don't get spells). Of course the church's control of a potent alchemical healing substance called Sweetbalm does not hurt. </p><p></p><p>However, the church lost a great deal of power and influence after a series of wars started by the church a few hundred years ago aimed at wiping out magic (wizards and sorcerers in particular) since the church believed the escalating use of magic will cause the Old Gods to return and destroy humanity once and for all. The wars cost the lives of hundreds of priests and resulted in many churches and cathedrals being destroyed, leaving communities on their own.</p><p></p><p>As a result, in many parts of Elimbor people are without moral compass and have no real guidance other than their inner feelings about what is right and wrong. In some areas without the influence of the church, some nobles have taken unusual steps in allowing remote communities to govern themselves without a local lord or a garrison (and some places are discovering that not having a noble's protection and a garrison may not be worth the price of free will) </p><p></p><p>The key here is that answers to any moral questions about good and evil must inevitably be based on the specific campaign and setting that they are being asked in. There is no absolute answer.</p><p></p><p>Thus, I am not disagreeing with anyone who argues that helpless evil opponent killing is not an evil act under the PHB or in their campaign. </p><p></p><p>I am saying that it is evil in our specific game. </p><p></p><p>Ed Etkin</p></blockquote><p></p>
[QUOTE="EdEtkin, post: 846259, member: 4644"] [b]Another long post...[/b] That is a very interesting point. In our game, the party has come up against many other opponents in the past (virtualy all human -- we have a human-centric game), and through great roleplaying on their part have even managed to redeem some of them. In some cases, when learning the bad guy's story the party realized that he had certain reasons for his actions and could be perhaps eventually turned away from his path. As I said in my previous long-winded post, heroes in Elimbor have a moral compass that gives them a feeling if something they are about to do is "evil". So far there has been no issue of getting that feeling when killing disabled inherently evil creatures. In fact on one occasion, the party finished off a disabled goros (a horrible evil race of creatures in our game) without any issues. Steve (the other player in our game who posted above) made a very good point -- there very well may be a good in-game reason that the characters are not yet aware of for why they got the sense that act in question was labeled as evil. There are many other things about our game besides PCs being special heroes and having edges that separate it from a stock D&D world (if there is such a thing) -- for example there are no active gods (they left ages ago, but there are those that seek their return) and thus no spell-casting clerics (i.e. no healing spells or raise dead or resurrection). In our game, there is one wide-spread relatively good and neutral alligned church that venerates a person (Telcor) that thousands of years ago sacrificed himself to prevent the gods from destroying Elimbor before they departed. And this church has canonized other humans over the ages making them into Saints. The clerics of this church rely on their faith and oratory ability to spread the word (not on miracles, since they don't get spells). Of course the church's control of a potent alchemical healing substance called Sweetbalm does not hurt. However, the church lost a great deal of power and influence after a series of wars started by the church a few hundred years ago aimed at wiping out magic (wizards and sorcerers in particular) since the church believed the escalating use of magic will cause the Old Gods to return and destroy humanity once and for all. The wars cost the lives of hundreds of priests and resulted in many churches and cathedrals being destroyed, leaving communities on their own. As a result, in many parts of Elimbor people are without moral compass and have no real guidance other than their inner feelings about what is right and wrong. In some areas without the influence of the church, some nobles have taken unusual steps in allowing remote communities to govern themselves without a local lord or a garrison (and some places are discovering that not having a noble's protection and a garrison may not be worth the price of free will) The key here is that answers to any moral questions about good and evil must inevitably be based on the specific campaign and setting that they are being asked in. There is no absolute answer. Thus, I am not disagreeing with anyone who argues that helpless evil opponent killing is not an evil act under the PHB or in their campaign. I am saying that it is evil in our specific game. Ed Etkin [/QUOTE]
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so, exactly how evil are we talking here? (kinda long)
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