The 'Wonderland'-Inspired Faces of the RAGE OF DEMONS

Take a peek at some of the art from D&D's upcoming Rage of Demons storyline. This art is by Richard Whitters, who is the art director for D&D and used to work as a concept artist for Magic: the Gathering. WotC's Chris Perkins has indicated that one of the influences on Rage of Demons was Alice in Wonderland, and I think the influence is clear when you look at the characters below.



CEXkKiqUsAADuq1.jpg

OUGALOP, kuo-toa cave cricket catcher extraordinaire.

CEXk_2UUIAA18QX.jpg

YUK YUK and SPIDERBAIT, goblin adrenaline junkies.

CEXlbDRUUAA1KJG.jpg
CEXlbDVUIAAjx2O.jpg
CEXlbHxVEAEU5nF.jpg
CEXlbKQUUAAQxoA.jpg

THE SOCIETY OF BRILLIANCE, the Mensa of the Underdark.

CEXlz0NVIAIsi3J.jpg

GLABBAGOOL, awakened gelatinous cube.

CEXmWjDUUAA95l4.jpg

RUMPADUMP and STOOL, myconid followers.

CEXm0_fUsAATIyA.jpg

PRINCE DERENDIL, a quaggoth who thinks he's elven royalty.

CEXnNiIUkAAMyaR.jpg
CEXnNikVEAA7aHI.jpg

TOPSY and TURVY, svirfneblin wererat siblings.

CEXnxQ4VEAAilzD.jpg

THE PUDDING KING, svirfneblin devotee (i.e., flunky) of Juiblex the Faceless Lord.

CEWVicQUMAA4Xqu.jpg

D&D's "Legion of Doom." What a wonderful bunch of malcontents.
 

log in or register to remove this ad


log in or register to remove this ad

No, it doesn't change anything important. Most important disagreements with non-idiots are over axioms and definitions, not logic. (This thread is a case in point.) I agree that pemerton is focusing on objective measures of soundness (to continue the analogy), and clearly you agree with that perspective, but all your spell is doing is reifying a particular metalogic. ...

But the game provides us with the axioms. That's kid of the point. Your examples don't really apply since the game doesn't concern itself with those things. The metalogic is defined for us.

Again, if a genocidal king detects as evil, as he would by DND definitions, then that king knows, absolutely, that his actions are evil and wrong. There is no way he can justify his actions when he knows that he is evil.

Now he might not care and will continue right on committing genocide, and I'd put demons and Devils in that category, but he can't pretend that he's just misunderstood and is actually doing good. As I said, DND doesn't really allow for that sort of discussion. Evil is reified. It's not really up for opinions any more than any other concrete element is.

I like the concept of Planescape. I think it could be a lot of fun. But, again for ME, the rules of DND get in the way too much. Fate would IMO be a much better system. Or perhaps Dogs in the Vinyard.
 

The best bit is when someone tells you how incoherent your religion is you can just turn around and say, "Well thats just, you know, your opinion man"


Heh; I will qualify it as any system that was maintained among multiple people for an extended period: natural selection has an effect.
 

But the game provides us with the axioms. That's kid of the point. Your examples don't really apply since the game doesn't concern itself with those things. The metalogic is defined for us.

Le sigh. Look, I don't want to beat this dead horse any more, because this disagreement is actually a perfect example of a case where axioms, not logic, are creating a disagreement. You seem to believe that because the game defines a feature (alignment) using terms used in English for moral values (good/evil), that the alignment definition is dispositive. Good-aligned = "good" because that's the word the game uses, and for you that's apparently axiomatic, and no one can ever use the word "good" to mean anything than the PHB definition. I don't share that axiom, and more importantly neither do the creatures in my game world. My dragons don't have PHBs, and if they did they wouldn't care. They can use the word "good" to mean something completely different than the PHB's section on alignment descriptions, in spite of the empirical reality that red dragons polymorphed into human form still cannot attune a Robe of the Good Archmagi. (They probably don't call it by that name anyway: "Robe of the Good Archmagi" is a metagame term. The PCs might call it a Robe of Purity or Mordenainen's Robe or Flauntiir or something.)

Again, if a genocidal king detects as evil, as he would by DND definitions, then that king knows, absolutely, that his actions are evil and wrong. There is no way he can justify his actions when he knows that he is evil.

You're assuming that the king must necessarily share the same axiological values as the entity (me) responsible for assigning alignments. In general this is not the case.

I'm sick of repeating myself, so I won't be responding to further repeated assertions from you unless they raise a point which is actually new. Clearly we disagree, and I'm fine with that.
 
Last edited by a moderator:

It's rather trivial to use "generosity" to describe the bare quality of a "liberality in giving or willingness to give" without regarding that as inherently admirable or undesirable.
This claim is highly contentious.

It's contentious among moral philosophers. It's contentious among theorists of the methodology of social science.

Those are academic debates, and so it's not reasonable to expect lay people to follow them in any detail. But they aren't merely academic debates, and it's not hard to see them reflected in contexts that lay people engage with all the time.

Giving examples where the debates in methodology play into ordinary life and discussion is tricky because of board rules, which forbid discussing politics. So I'll confine myself to some examples that I think are relatively uncontentious: America, like Australia, experiences public debates about its history and the meaning/significance of its history. Who can write a history of 1492 and thereafter, or of the Civil War and emancipation, without using language that (wilfully or not) takes a stand on whether the things described are inherently admirable or undesirable?

Or consider Ferguson's "The Hammer and the Cross" (a recently-published history of the vikings). And then this review. It's not easy to talk about patterns of history, and social processes, and cultures, without engaging in evaluation. Suppose, for instance, that vikings really were lovers of martial violence. It's very hard to identify and explain that, and the way that it shapes their culture, without taking an orientation towards it. For instance, to think oneself into the viking mindset one therefore has to think oneself into a love of violence - if one can, or if one can't, it seems that either way it's going to be hard to divorce what follows from that orientation. To put it at its plainest (and therefore perhaps a bit simplistically): how can someone claim to have properly comprehended or translated the viking concept of battle, if the translation doesn't capture and manifest the viking joy in fighting? (This connects to the "social consensus" issue - for those who don't find fighting joyful, what concept do they have in common with the vikings in respect of which some aggregate social consensus is then determined by the multiverse?)

On moral philosophy rather than methodology of social science: look at literature that tries to present human life and experience in a way that involves stripping off questions of evaluative commitment (say, The Outsider or, in a less stylised way, The Quiet American - it's not coincidence that they're both "existentialist" novels). It's not a trivial thing, and there's an argument that evaluative disengagement is itself a form of commitment (or perhaps , rather, callous or indifferent or self-satisfied non-commitment).

What I find frustrating in some contexts of the use of alignment (Planescape tends to highlight it but doesn't have a monopoly on the issue) is that it doesn't engage seriously with these pretty significant strands in our culture that concern the relationship between human activity, human sociality, evaluative commitment and the like.

As I've said upthread, if you want to be broad-brush or 4-colour, that's completely fine. And there are a range of literary/narrative techniques that can be used to facilitate this. Tolkien and superhero comics provide good models in respect of this: for instance, one of the techniques that Tolkien uses for avoiding the raising of moral questions around the divine right of kings is to avoid giving us any systematic study of the peasantry of his imagined world; similarly, Chris Claremont frames the world of the X-Men so that the read is mostly distracted from asking the question why Storm does not use her weather powers to end drought and famine rather than fight the Brood and Doctor Doom.

But if you are going to get more subtle - consider, eg, what happens to the tone of the X-Men/Magneto conflict once Magneto is reconceived as a Holocaust survivor - then I think it becomes harder to ignore the fact that these questions are real one, and figure in our cultural lives, and to pretend that it is trivial to strip all evaluation from the description of human choice and experience and yet still adequately capture and describe human life.

perhaps there's no word in Abyssal for the concept that a player would regard as "Generosity", and so, much like English borrowing the word schadenfreude to describe something it has no word for, the fiend uses the Common phrase "generosity" to describe something it has no word for. Maybe if you wanted to describe someone as "generous" in Abyssal you'd have to use a word that would also mean "spreader of plagues."
I think that if this idea is taken seriously - which perhaps it should be - it casts significant doubt on the existence of "multiversal consensus" in respect of these notions.

In PS, you care because to realize your goal, to relieve suffering and vindicate the innocent on a planar scale, you will need to change the minds of those who believe that these goals are wrong or harmful or unacceptable or undesirable in some way
It strikes me that this is no different from the real world. But in the real world, when I (for instance) persuade a former Communist to become a parliamentary democrat, the persuaded person regards this as a change of mind - from error to truth (I choose this example because it is a very common pathway for many well-known and engaged intellectuals in the US, Australia and Europe).

I don't see what it adds to say that, furthermore, Communism used to be good (due to social consensus) but is now evil (due to a changed social consensus). If the good/evil labels are meant to signify the existence of agent-independent reasons, then the whole set up becomes bizarre - because changing someone's mind required getting them to be irrational (ie go against reason) until I got enough people to change their minds, in which case they retrospectively validated their irrationality. But upthread you and other posters have suggested that good/evil does not signify the existence of agent-independent reasons, in which case what is the point of the changes of label? Why can't we just speak as we do in the real world, and say "I used to think the Seven Heavens was good but now I realise it's not, for reasons . . ."?

you can say "I don't care about the Dawn War!" when you play in the Nentir Vale, but that doesn't mean that the Dawn War isn't relevant to other characters in the setting
But the relevance of the Dawn War is like the relevance of the French Revolution, or any major historical event.

For clarity, I'm not puzzled about why people in a fantasy campaign care about what others think of political or moral things. I have a life outside of ENworld!, and important chunks of it connect to such elements of the real world.

But my goal (and the goal of others whom I know) is to get people to change their minds. It's not to change the meaning of words. The target is human belief and motivation, getting people to realise they were mistaken in their former attitudes.

the setting is founded on the conceit of a battleground for ideas
The real world - at least as I experience it, which admittedly isn't the way everyone experiences it - is a battleground for ideas. My comment on PS is that its metaphysics (i) are epiphenomenal to this, and (ii) threaten to make the notion of a "battleground for ideas" incoherent by stripping away the very grounds of the reasons that real people actually deploy in real battles over ideas.

If the other alignments don't change, then displaying the qualities of good don't have any more cosmic relevance than displaying the qualities of hunger or boredom or chairs - there is no greater meaning to your altruism, no cosmic force behind your conscience.

<snip>

the guy who burns down orphanages has cosmic power backing him but those defending the orphans have none.
If Bahamut, Heironeus, etc are all killed off, then this will be true, sure. But that has no bearing on any question of evaluation. That possibility on its own has nothing to do with PS - it could happen in any D&D game where the gods can be killed. (Dark Sun can be seen as a variant on this.)

I can see that you might add to a campaign setting that if most people cease to believe that Bahamut, Heironeous etc are good then they die. The whole "old gods making way for the new" thing. But that also has no bearing on any moral question. If people cease to believe that Bahamut is good, that doesn't show that he's not (anymore than people believing that he is good shows that he is). People might be wrong. (Just as they might think he lives somewhere beyond the East Wind, but be wrong because he really lives in the Seven Heavens. Or whatever else people could be mistaken about in respect of Bahamut.)

The bit of PS that I find verging on incoherent, and mostly unmotivated, is the bit where it says that people's believing Bahamut to be good makes it so.

In D&D, and rather more strongly in PS's concept of the planes and planar natives, the "force of good" (like the force of any alignment) is a magical mana that can be detected, transmuted, abjured, harnessed, etc.

So if that force ceased to exist, that might mean that, for instance, the Talisman of Pure Evil cannot harm any creatures (since no creatures can be considered "good" - good has ceased to exist).
I find this all very hard to make sense of.

As best I can: the force of "good" is a free-floating but capturable/directable force, and the way you capture/direct it is by making people believe that goodness consists in X rather than Y. And the effect of the force is channelled/manifested through certain magic items/effects that themselves deploy these capturing/directing labels.

So saying that something is good or evil doesn't have the meaning it has in the real world (where these are the most ggeneric but also the clearest terms for expression moral praise or condemnation) but simply aims at characterising someone's place in this metaphysical scheme.

I don't get the motivation behind this - it's still basically epiphenomenal, except for a handful of magical effects (the Talisman's, some cleric spells) that themselves were introduced into the game in the context of an alignment system that was intended to give voice to ordinary understandings of the meanings of moral language.

I also find the irrationality worrying: if I am currently labelled "good", and hence vulnerable to the Talisman of Pure Evil, I have to (i) concede that I am good (the evidence of the Talisman affecting me is sufficient for that), but you are saying that I can also (ii) try and persuade everyone (including myself?) that I am really not good, thereby changing the social consensus and hence the effects of the Talisman. It seems that (ii) requires me lying to others, ore else deluding myself (eg by denying that I am vunerable to the Talisman).

TL;DR: battles over ideas don't puzzle me; moral disagreement doesn't puzzle me; the claim that you can increase a campaign's focus on these things by asserting that social consensus makes moral claims true is the bit that I don't get. And when the answer is "Well, no one has to agree with the social conensus, but if you don't you'll still get burned by the Talisman of Pure Evil" that looks to me like epiphenomenalism plus a hesitance to get rid of legacy features of the game (like the Talisman, Holy Word etc) which are huge obstacles to making the game one in which the focus is on battles over ideas and moral disagreement.
 

What if the question was: if the forces called "good" and "evil" (and "neutrality") ceased to exist, what would actually change?

Couldn't the outer planes and angels and demons continue to exist, founded on individual virtues and sins and beliefs that continue to persevere in the hearts and minds of the immortals and mortals? If people still cherish their values, must the outer planes come crashing down in this new secular world?
I guess I meant the Good/Neutral/Evil alignment system was gone. People still did good and bad things, just like in real life, but good and evil does not exist as an objective cosmological force.
I think this would be perfectly coherent. It's how I run all my fantasy RPGs.

I'll elaborate, but with reference to these posts too:

every belief system and philosophy ever subscribed to by actual human beings (not figuratively; literally every single one) is more coherent than the nine-point alignment setup. It is crazy incoherent when actually scrutinized
The idea that philosophical concepts are actual forces pervading the multiverse always just sorta weirded me out. But I can totally get behind the idea that different planes are home to creatures with similar moral philosophies
Having fairly recently done a systematic rereading of Gygax on alignment, I think it is possible to character his scheme in a relatively coherent way: good is about fostering human wellbeing (Gygax doesn't distinguish between economistic conceptions of welfare, happiness, rights and dignity here, which means that there is scope for disagreement over what is truly good) and also beauty; and evil is the disregard of this ("purpose is the determinant"). (On this view, "evil" is not a distinct moral outlook, but rather a failure to take the demands of morality seriously.)

Law and chaos are considerably harder to pin down, because he doesn't deal with what has been the most contentious issue in modern debates around institutional design, namely, what is the role of freedom and "invisible hand" mechanisms in generating effective systems of social order?

Still, roughly, the LG are those who believe that social order will foster welfare and beauty (and accept at least some interpersonal trade-offs); the CG are those believe that individual self-realisation is the best way to foster welfare and beauty (and are more doubtful about interpersonal trade-offs, although clearly think that individuals owe duties of forbearance to one another).

The LE are those for whom purpose is the determinant, and think the best way for them and their friends to get what they want (and deserve - Gygax characterises the LE as meritocrats) is via social hierarchies with them at the top. The CE are those who favour individual self-aggrandisement above all - they are willing and lusty participants in a Hobbesian war of all against all.

The True Neutrals are believers in the importance of balance and harmony. They favour nature over artifice. In terms of real-world intellectual tradition, Stoics and some strands of Taoism and Zen are the models.

This is not a comprehensive scheme for describing people. It doesn't capture the difference between (say) a modern utilitarian and Rawls (both probably end up as LG), nor between right and left anarchists (both probably end up as CG). There is also a tendency for the self-realisation goals of the CG to collapse into the anti-artifice outlook of the TN. But it's not hopeless.

Where the incoherence kicks in is in trying to turn this framework for labelling people's beliefs and outlook into a scheme of social and metaphysical truth. For instance, once we say that the Seven Heavens is, per se, a LG place, we are stipulating that it is true that social order can maximise human wellbeing. Yet, at the very same time, we define Olympus as, per se, a CG place, thereby stipulating that it is true that the best route to human wellbeing can be self-realisation largely free of social constraint.

The same thing happens when we label nations as LG, CG etc - we imply that they successfully give effect to their alignment beliefs, although each of LG and CG involves a denial of the other.

I don't know what exactly Gygax intended with his outer planar sceme - did he mean that Olympus is populated by people who have the CG outlook (seems feasible) or that Olympus is a place where the claims of CG people are true (seems uttery infeasible when generalised, as I've just argued)? But it's the second approach that is picked up in Planescape and has continued since, and that is what produces the incoherence. A similar question - are devils happy or miserable? Gygax's Appendix IV leaves it open that devils are miserable, because in fact wellbeing is a real thing and living in a place where the most powerful people don't care about others' wellbeing would be horrible. But Planescape and onwards present a realm where the devils are happy with their situation ie where wellbeing is being created. This is incoherent - if the Nine Hells succeed in generating wellbeing via harsh discipline then they show the truth of (a particular view within) LG, not LE!

It is just as bad to turn the alignment "grid" from a device for labelling outlooks into a conception of two sets of two forces - G/E and L/C - which mix together to produce the alignments. Under this bizarre metaphysical view, a LG person has to accept that a CG person is just as infused with the "good" force - whereas the whole essence of the LG outlook is to deny that self-realisation will lead to human wellbeing, and hence to deny that those of CG outlook actually do good.

Enough on incoherence. An interesting challenge for using the Gygaxian scheme as a set of labels for outlooks - which I've argued it can be used for, though it's not perfect by any means - is what to do once the game actually starts, the world is put into motion, and various truths become evident. For instance, suppose that in my game, due to whatever factors (the ideological biases of the participants, the roll of the dice, whatever) it turns out that social structures are nothing but a source of misery. Then, in that game, the Lawful Good have been refuted! Their belief - that social order will be maximising of well-being - has been shown to be false. They can stick to their guns if they like, but (within that game) most morally decent people are going to judge them as deluded or worse.

Gygax gives no advice on this, and I don't recall ever seeing any in any D&D book. But it seems to me that, if we want to use the alignment system as a way of loosely characterising a variety of recognisable moral/behavioural outlooks, this is the number one question that is going to come up in play! For instance, thinking of a campaign I ran several years ago now, there were PCs who started with the belief that conformity to the will of heaven was the best way to foster wellbeing - we could call that, roughly, LG. But then those PCs (as played by their players in response to the unfolding ingame situation) found they had to abandon that belief. The heavens were still there, and the gods and angels still asserted that conformity to the will of heaven was the best way to foster wellbeing - that is to say, they continued to proselytise for LG - but the PCs (and players) had given up on them, and regarded them as self-deluded, self-serving or both.

That was a fun game. But it couldn't have happened if we began from the premise that the claims of LG, about the relationship between divine order and wellbeing, aren't open to doubt. Which means that it couldn't have happened if you built in to the cosmology of the game that the heavens are a cosmologically LG place.

I always find Lawful Neutral a little hard to visualize.
In my sketch of Gygaxian alignment above I left out LN and CN. (I also left out NG and NE, but that's because I think they're completely uninteresting. They're purely products of grid-fetishism, but don't describe any distinctive evaluative outlooks. NG is basically CG-lite, and NE is basically LE-lite.)

LN, as I read Gygax's alignment descriptions, is rules fetishism. Hence, it's a type of moral failing of the LG: the conviction that wellbeing can be maximised by social order gets corrupted into an obsession with order for its own sake. It's the vice of bureacrats. As for a plane full of LN people - as per my comment upthread about devils, it should be a miserable place. If, in fact, all that order was making them happy, then it would be an instance of order fostering welfare and hence a proof of the truth of LG!

CN is freedom-fetishism. It's distinct from CE, because the CN recognises others as a limit to his/her will - their freedom, too, has value. But the CN people doesn't properly honour the duties owed to others (eg in virtue of those others' rights). CN is a failing of the CG. (Thinking about this also brings out that the CG are slightly more lawful than the CN: they at least acknowledge duty as between individuals, which is a type of minimal sociality/order. Whereas I don't see any reason to think that the LN is more lawful than the LG. An insistence on grid symmetry isn't helpful for making sense of the Gygaxian scheme.)

Basically. PS starts with the conceit that good exists because people believe it exists and if a villain (or PC perhaps!) started changing that belief, you might have a scene in, say, Arcadia, where this iconoclast convinces the people of Mount Clangeddin that there is no such thing as "good", there is only this phenomena of "peace" and that comes out of "order" and then the dwarves, convinced due to the creature's actions, spread out over the planes to help convert others, and maybe Silverbeard goes to talk to the other dwarven deities about this remarkable individual with these interesting ideas and through some other effort the entire dwarven pantheon is convinced and now things start rolling because every dwarf on every world slowly starts to agree that LG is an illusion of ego and there is only truly Law, and influence spreads...and on and on. As this influence grows, layers and planes start becoming part of other places - Mount Clangeddin becomes a gear on Mechanus and soon the dwarven heavens join it and dwarf-bots suffuse the planes and the Slaad become nervous and the story goes on and the assuming it's the antagonist doing this the climax sees the party in the plane of Elysium as Law and Chaos try to claim dibs on it and the guardinals are fighting a civil war and they must convince the Last Good Soul (perhaps the spirit of a child) to somehow remind everyone that there is more than Law and Chaos and Evil, and either they succeed and Good gets (gradually) restored or they fail and there are no upper planes.
I don't see how you need any sort of alignment system, or "social consensus makes alignment labels true", to make this work.

The 20th and 21st centuries provide plenty of examples of people forming strong views about the truth of certain moral/political frameworks and successfully spreading them, thereby incorporating other realms into theirs, starting new social conflicts in places that didn't use to polarise along those lines, and making their ideological opponents nervous.

All without the PS theory that "belief is the grounds of truth".

what do people believe in when they don't believe in the alignments?
This is the sort of thing that I don't get. A bit like the issue with the Talismans or Holy Word, its the game disappearing down a rabbit-hole that only exists because Gygax et al invented the alignment system for a completely different purpose.

It makes sense, to me, that someone should think that helping the suffering is important. It makes sense, too, that s/he might label this "good". It makes sense, too, that s/he might be perturbed, and perhaps moved to a re-evaluation of her own values, when s/he encounters Milton Friedman (or perhaps a parody of him) saying that the best way to relieve suffering is to mostly ignore it in your daily life and instead build up your own weath so that it will trickle down - maybe in giving alms to the poor for all these years s/he's been fostering rather than relieving suffering!

But none of this intellectual and emotional activity is concerned with labels. It's not that s/he cares about suffering because it bears the label good. Rather, it's because suffering ought to be alleviated that s/he labels behaviour that does so good. (This is the Euthyphro issue again.)
 
Last edited by a moderator:

The geometry analogy is insufficient: the schools are (broadly):

-Alignment is like math, so what is good is like 2+ 2 = 4 (the position of most all published D&D books)

-Alignment is like literature, highly subjective.
I would add a couple of glosses.

The main claim I am disputing in relation to the "alignment is like maths" school is that good = value-neutral description + affective response, and that you can strip off the affective response while retaining unproblematic epistemic access to and comprehension of the value-neutral description.

I have taken this up in my long reply to [MENTION=2067]Kamikaze Midget[/MENTION] not far upthread, so won't repeat except to say that it is contentious.

As for the "alignment is like literature" school, for me it's not that it's subjective but rather that dealing seriously with value and evaluation engages huge chunks of history, culture and their interpretation. Besides the conceptual implications of this for the "maths" school (see previous two paragraphs), it also has implications for the play of a multi-participant game that requires imaging a shared fiction with histories, cutures etc. Namely, as soon as you get subtle you will encounter interpretive disagreements, so it's probably best not to unilaterally build contentious answers to those disagreements into the very framework of your game.

Dungeons & Dragons *is* "four-color" adventure; trying to make it something else results in metaphysical absurdity when discussing a cosmology designed to generate monsters to kill with swords.
D&D was designed as a small scale wargame to pretend to be Conan or the Grey Mouser, not explore metaphysics or epistemology. As someone interested in epistemological concerns for real, I wouldn't explore them In any sort of RPG, even one more well suited like Runescape.
Personally, I find FRPGs a fun vehicle for exploring questions of value and the like, provided you focus on questions that the game gives you the tools to address (eg D&D is better at "heroism", "honour", divine order vs chaos" rather than (say) Keynesianism vs neoliberalism in economics, or utilitarianism vs Rawlsianism in the theory of social justice, which it completely lacks the tools - both story framing and mechanical resolution tools - to address).

But if you want to explore these issues in play, it's no good to build the answer in from the get-go!
 

pemerton and a few others seem to be going on the basis that these spells are infallible when from 3e on-wards... detect alignment spell(s) either don't exist or aren't infallible (I'm not sure about earlier editions).
In what way are 3E alignment detection spells fallible?
 

Additionally, alignment detection in 3e is not fallible. Anyone believing they are good but detect as evil automatically knows he or she is wrong. There is no doubt or discussion.

Eh, I disagree... there are still ways of throwing the "Detect" spells off... like the Misdirection spell... So they aren't infallible and in a world where Detect good/evil/law and chaos are as common as you seem to be painting them... why wouldn't a 2nd level spell capable of totally nullifying it be just as common?

In other words why do I trust a spell 100% that can easily be fooled by a low level spell that grants no save and could be cast on me by any low level spellcaster?
 

In what way are 3E alignment detection spells fallible?

As I replied to [MENTION=22779]Hussar[/MENTION] above... Misdirection totally nullifies the reliability of the Detect spells... and on the divine side there is another low level spell called Undetectable Alignment... that makes the Detect good/evil/law/chaos spells useless.
 

Related Articles

Remove ads

Remove ads

Top