For some values of chaotic, this sounds fine. After the Blood War has been invoked as some kind of grand, cosmic conflict between diametrically opposed Law! and Chaos!, it's kind of a comedown to find that it seems to boil down to stylistic choices. They just don't seem different enough for me to believe that they're so utterly alien and opposed that they've been engaging in untold eons in the Blood War with no thought as to the vast waste of resources. On one hand, the fiends are supposed to be the exemplars of Law and Chaos, but on the other, people don't seem to want this to stereotype them in any particular way.Dausuul said:Expedition to the Demonweb Pits describes a fairly orderly city, designed to run like a human city with police and guards and all. I agree that it's very much a Hellish-style city (or at least a Prime Material-style one). It's not at all what I had in mind.
Green Raven said:Quote:
Originally Posted by Hussar
The problem is GR, if you paint demons and devils like that, why bother with two types?
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Demons and devils, traditionally, are interchangeable. Like I said before, you could change the alignment of Malcanthet to LE and no one would notice. How many spider demons/devils/whatever do we really need? Glabrezu tempt with wealth - how is that not stepping directly on Mammon's schtick? On and on the list goes.
Sure, you can justify anything given enough free time. But, instead, why not start from a conceptual space where the two different critters are actually different and then you don't have to justify anything.
From the DM's point of view, nothing's changed. If I need a tempter/mastermind fiend, I use a devil. If I need to go Godzilla on something, I use a demon. I haven't lost anything. Now, each monster has an actual niche, rather than being carbon copies of each other.
Sorry Hussar, but from my perspective there IS no problem...seems my post didn't really bring that over the way I wanted. The point is, they aren't interchangeable, and I'm sure as hell not trying to "justify" anything ...I'm looking at the different creatures the way I think they should be looked at.
Hussar said:The problem, as I see it, is that orignally, way back in 1e, you had demons and devils. They really were pretty much indistinguishable in core. Other than the alignment bit, there was nothing which really screamed one type or another.
What I think that you are doing is going back and spackling a difference on after the fact. Again, I ask, if demons and devils use the same tactics and have the same goals, why bother with two types? Call them fiends and be done with it.
This is why I've loved the idea of Obyriths. THAT'S what the paragon's of CE should look like. They're not interested in ruling the universe. They don't want to be worshipped. They could care less about mortals. They're just as likely to eat their own cultists as the sacrifice.
I agree with you, because that's one of my points: demons don't have, IMO, to be always chaotic in 4e, nor devils lawful; I think it's actually been said outright by the WotC.Hussar said:The problem is, Hannibal Lecter is not CE by D&D alignment IMO. He's NE. He isn't interested in overturning the existing social structure, he's only interested in his own goals. Chaotics don't just ignore the social structures around them, they actively act against them. Hannibal Lecter couldn't care less if the existing society around him is a democracy, theocracy or Stalinist Russia.
Chaotics, particularly beings which embody chaos, should not be seeking to build social structures IMO.
Now that's a question I was asking myself last night. We already know that in 4e, Angels will not have to be Good, since they're making Angels the servants of deities of all moralities. I think the definition of Angel won't be based on morality, but rather on origin and function: Angels are the servants of the Gods, just as devils are fallen angels and demons are corrupted elementals. Each has assumed roles in the game: Angels execute the wishes of the gods, devils scheme to corrupt mortals and escape the Hells, demons lash out destructively against each other and all they reach. The question then becomes, how many exceptions are allowed? We already know that Angels aren't perfectly loyal: the devils prove that. I could imagine a demon of Good alignement: a demon that focuses its destructive impulses against what he sees as the worst of his kind and away from innocents. It would be potentially keeping with the concept of demon (a highly destructive outsider). Would it be appropriate for a campaign? I guess that's for the DM to decide. I could see that some DMs would prefer to keep all demons evil so as to keep an overall theme constant or to allow for some opponents that the PCs can feel free to oppose at all times.Geron Raveneye said:And that simply opens up the next (hypothetical) question...do demons and devils always have to be Evil? Or, for that matter, do Angels have to be Good all the time? Why not simply create a broad "Outsider" monster with a few tables that let you add abilities, immunities and vulnerabilities based on what flavour you'd like it to have?
I think of Saruman as the potential counter-example here - a game in which players have the choice of how their PC's respond to adversity, and whether they make trade-offs that involve taking power from dark sources (like Sauron) is to me a potentially interesting one. Saruman's motives were self-serving, but not entirely so.
Alignment rules are the main obstacle to this sort of game in D&D, because once the character becomes Evil the game leaves no room for the belief by the individidual ingame that s/he is nevertheless acting in the right (or at least a reasonable way), and it also tells the player that his/her PC has crossed the line into wrong and unreasonable.
My issue here isn't absolutism vs relativism, it's simulationism vs gamism & narrativism - ie it's a game design issue, not a meta-ethics issue.
Mechanical alignment gets in the way of gamist play (because it unexpectedly, and from the point of view of the player's own priorities it pointlessly, leaps up and nerfs the Paladin or Cleric or whomever from time to time) and it gets in the way of narrativist play, in which the players (including the GM as one of the players) want to answer the questions - including, perhaps, ones about the truth or falsity of relativism - in the course of their own play.
An example - some social theorists and political philosophers believe in the notion of "democratic peace" - that democracies don't wage aggressive war. Players interested in this idea could well play a game in which nation A invades nation B. Part of what would be on the table, then, is whether nation A is really a democracy or not (was its invasion defensive, for example, rather than aggressive?). This could make for an interesting modern-day or super-hero game, with espionage, commando, political/social roleplay, etc. Having rules in-game (perhaps a bit like the old Traveller law levels) which gave a mechanical answer to the question of whether or not nation A was a democracy wouldn't help that game, they'd hinder it.
Dropping alignment has the effects on the distribution of narrative control we have just been talking about.
I don't think it's silly as a literary, metaphorical device (again, it's not Graham Greene, but what RPG writing is?). It is a gameplay one.
FourthBear said:Daemons and demondands? Nothing too distinctive comes to mind right now. Nohting there looks too different than the 4e stuff, though.
Geron Raveneye said:Right...the only thing that differentiated them was the fact that one was LAWFUL Evil and the other CHAOTIC Evil. Which basically means that 50% of their main motivations, behavioral patterns and beliefs were diametrally opposed to each other. Which in turn means...
...that their goals were similar in that they were about self-empowerment without regard for anybody else, and totally different in the ways and methods they would apply to get there, and the outlook they had on how to get that power, and what to do with it. They CAN use the same tactics, which doesn't mean they always do, but they are clever enough to realize that there is a multitude of angles to work their plans on mortals, and sometimes they overlap for demons and devils. Which is why I don't have to tack on a difference "after the fact". I can simply TAKE the fact of the alignment difference, and work with it. Nifty, those two little words, I tell you.![]()
And what exactly makes them "Evil", in that case? Sounds more like Chaotic Neutral (Evil Tendencies) to me. Apart from the fact that their disinterest in mortals makes them a lot less useful as tools for the DM to integrate into the adventures that deal fairly often with mortals.![]()
And by the way, even back in the 1E MM, those two groups differed by look as well...demons were depicted a lot more monstrous, and devils a lot more humanoid, with the exception of the succubus on the one side and the ice devil on the other.

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Rulebook featuring "high magic" options, including a host of new spells.