Particle_Man said:For The Win. He likes your comment.
Oh! Thanks. I was pretty sure my cleric got killed by the paladin but maybe I can apply the XP to my next character.

Particle_Man said:For The Win. He likes your comment.
gizmo33 said:And so my LE cleric simply says "is it ok that I be Lawful Evil to serve Wee Jas" during a Commune spell. I argue that a reasonable interpretation of the spell would get me the answer "Yes". Importantly - I argue that a Lawful Good member of the faith asking the same question gets the same exact result. If your paladin has any loyalty to the priorities and laws of the faith then, that pretty much ends his crusade. A high level Lawful Good cleric walks outside, and tells the paladin to pipe down because the Lawful Evil cleric is right.
Particle_Man said:Note how Detect Good, Detect Chaos and Detect Law use the same table (unless you think that all undead would detect as evil, good, lawful and chaotic).
1. I can actually prove the source of my magic
2. I can actually cast Commune
3. I don't have to just assert that your paladin is being chaotic - we can actually both observe your paladin losing his powers.
4. I can actually precisely define good and evil and measure it - detection spells being only one measurement technique
and so on.
"Inquisitions weeding out the blasphemers" IS holy war - nobody defines holy war as "kill them all" except for secular skeptics outside of the faith. Your statements of what we're talking are exactly the descriptions of every Crusade (internal and external) during the Middle Ages. They infallibly killed only evil people as far as they were concerned - and given Wee Jas's supposedly lack of interest in moral issues, I'm not sure why you'd caution restraint anyway.
And so my LE cleric simply says "is it ok that I be Lawful Evil to serve Wee Jas" during a Commune spell. I argue that a reasonable interpretation of the spell would get me the answer "Yes". Importantly - I argue that a Lawful Good member of the faith asking the same question gets the same exact result. If your paladin has any loyalty to the priorities and laws of the faith then, that pretty much ends his crusade. A high level Lawful Good cleric walks outside, and tells the paladin to pipe down because the Lawful Evil cleric is right.
Then read it:gizmo33 said:That's not what it says. It says "the answers are correct within the limits of the entities knowledge". Give me a little credit for speaking English.
They are NOT compelled to give full and complete answers about stuff that the god doesn't think is important.SRD said:The entities contacted structure their answers to further their own purposes.
You're projecting a whole lot onto the game system, or are interpreting setting-specific information to be generally required. Anthropomorphic superhero deities are not a required element of a campaign setting and I don't think they even really exist outside of a few settings at all.I think we can both agree that we have the right to design our games the way we want. I'm just saying that the core rules IMO are decidedly unhelpful in simulating what you're describing.
And yet there still were religious battles between sects all the time. A god might call down "hey, build a boat, man," but that's a far cry from the level of detail that you were suggesting earlier. If a cleric then busted out a Commune to ask "hey, can you be more specific about the sort of boat you're looking for," there's no requirement for a god to do anything more. In fact, in the campaigns I've been in, the answer would be stony silence on a good day and a rebuke otherwise.According to who? There are times when the god himself is very clear. Gods show up and tell their worshippers exactly what they're supposed to do all of the time. "Build a boat", "stop worshipping golden cows", etc. In fact, the more "legendary" the time frame (and presumable the magic content of a typical 3E game places it within that milieu) the clearer the deity is about exactly what they want.
Sure they do! That's exactly the contention of certain members of the big three.
She answered in metaphor.There is so much evidence against this that I could write a book on it. The Oracle of Delphi is probably an interesting counter-example.
Really? Where do the rules talk about godly behavior? There are examples of how some gods behave in Deities & Demigods and various settings, but that's a far cry from "rules."Ok, maybe they're all Chaotic Neutral. That's the not what the rules suggest though.
"What is the cause of this plague?" "Where can we go to get food to keep the people from starving during this famine?" "Someone in the church knifed the pope. Who was it?"Why not? Suggest then, a legitimate, non-trivial use of the augury or commune spell. Sounds like the only thing you can use it for is for things irrelevant to the moral component (if any) of the faith.
Then stop insisting that the gods will give clear answers about inane fiddly points of theological trivia.For what it's worth, I quote wiki (regarding the Oracle of Delphi): "It is a popular misconception that the oracle predicted the future, based on the lapping water and leaves rustling in the trees; the oracle of Delphi never predicted the future, but gave guarded advice on how impiety might be cleansed and incumbent disaster avoided." (the bold emphasis is mine)
Stop with the strawmen.I completely agree, but how do you explain to a player why they're out of line for wanting to ask a question of piety with a Commune spell? "I've got better things to do than tell you whether or not to wage a holy war on Lawful Evil people, but feel free to call back when you want to talk about which dungeon door to open."
"He's evil and looking at me funny" is central to the mission of an idiotic paladin at best.But trying to clarify questions of doctrine?! That seems to be exactly what you're arguing against! You're suggesting that the alignment issues I'm talking about are trivial when, in fact, for many characters - like the paladin in the OP - it's central to their ability to do their job.
In any milieu resembling that from which the idea of the paladin originates, it's hard to think of questions that are more important than those of morality. To say that the gods don't care about that, IMO, means that the gods don't care about the central point of the paladin.
Non-spellcasting experts can handle reading the holy books and praying at funerals and weddings just fine. When a god grants a mortal the ability to raise the dead or turn into a combat machine, it's not so they can sit around, eating bonbons and discussing how many angels will fit on the head of a pin.Anachronisms aside, I don't see the difference. They represent the gods will to mortals (via divination) and the mortals needs/wants to the gods (via sacrifice).
No, they were the id writ large, charging around, humping women while shapechanged into swans, getting drunk and harassing their spouse's children from previous relationships and so on. The gods did not come down and say "OK, let's have a town hall meeting so we can discuss every last flippin' element of your life." Hera was not Oprah. Mortals had to figure this stuff out on their own because the gods gave broad strokes answers and were off to go hang portraits of each other in the stars and so on.That completely contradicts your use of Greek and Norse gods as examples. Superheroes floating above the planet in a bitchin' orbiting headquarters is EXACTLY what they were - except that Valhalla didn't orbit.
Right back at you. The gods came down and ... didn't break things down into detail. They've NEVER said anything with exacting detail except when it's a very narrow topic. They certainly never address sweeping issues of faith in detail. The best you'll get there are 10 short sentences written on slabs of stone that still leave massive gray areas for the faithful to figure out.Let me say it this way: the real world is what you would call "grim and gritty". The world of the actual legends is less so, but the gods have come down and told worshippers exactly what they wanted, they've taken sides in wars and fought personally, etc. You seem to be taking a mix of real-life and legend, and it seems to contradict both.
No, they don't. What you're calling rules are actually some examples of how some gods behave in some settings, not any sort of sweeping rules for how they behave. You specifically ignored the important part of the Commune spell along the way.My basic contention is that without guilt-tripping the players into avoiding certain actions, the core rules make your cosmological philosophy hard to understand.
Based on what? What are you reading that's making you think any of this? It's not the Commune spell, and there's no source in the core books that suggests anything that you're insisting is The Rules is true.They seem so much more substantial in the game than they do in the picture you're painting.
"He's evil and looking at me funny" is central to the mission of an idiotic paladin at best.
If someone's caught committing an evil act, the paladin acts, period. Having to ask if that's OK is nonsensical, although I guess I'm starting to see why people don't want to play paladins, if this kind of thing is typical.
Hypersmurf said:Detect Evil detects the auras of Evil creatures, Undead, Evil outsiders, Clerics of Evil deities, Evil magic item or spells.
Detect Law functions like detect evil, except that it detects the auras of Lawful creatures, Clerics of Lawful deities, Lawful spells, and Lawful magic items. Lawful outsiders are Lawful creatures, so they're covered. Lawful undead are Lawful creatures, but non-Lawful undead are not covered.
So Detect Evil is the only one of the four Detect [Alignment] spells that will detect undead that are not [Alignment] creatures, because the 'Undead' entry (with no alignment qualifier) is excluded from the other three by the 'except that' clause.
-Hyp.