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Why is animate dead considered inherently evil?
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<blockquote data-quote="Flamestrike" data-source="post: 8573491" data-attributes="member: 6788736"><p>There is no bludgeon, and have you ever considered it could be the <strong>player </strong>at fault for ignoring the metaphysics of the game world the DM has established?</p><p></p><p>In the game world I run, [rape, murder, torture, inflicting harm on others when not reasonably necessary in self defence or the defence of others and in a proportionate manner, selling or destroying a soul, necromancy etc] are <strong>evil </strong>acts. [Altruism, kindness, self sacrifice, charity and mercy] are <strong>good </strong>acts.</p><p></p><p>As the DM I am the adjudicator of whether your actions are Good or Evil, and that's because there are game rules that depend on such things, including:</p><ul> <li data-xf-list-type="ul">Demilich: first time a non-evil creature enters the demilich's lair they take 3d10 necrotic damage (MM 49)</li> <li data-xf-list-type="ul">Lemure: returns to life in 1d10 days unless killed by a good creature under effects of <em>bless</em> or sprinkled with holy water (MM 76)</li> <li data-xf-list-type="ul">Night Hag: evil creatures killed by Nightmare Haunting have soul trapped in bag (MM 178)</li> <li data-xf-list-type="ul">Lycanthrope: PC becoming lycanthrope has alignment changed to appropriate alignment (MM 207)</li> <li data-xf-list-type="ul">Rakshasa: vulnerability to piercing damage from magic weapons wielded by good creatures (MM 257)</li> <li data-xf-list-type="ul">Shadow: non-evil humanoids killed by Strength Drain become shadows in 1d4 days (MM 269)</li> <li data-xf-list-type="ul">Sprite: can detect creature's alignment on failed DC 10 cha save (MM 283)</li> <li data-xf-list-type="ul">Unicorn: regional affects maximize healing and suppress curses on good creatures (MM 293)</li> <li data-xf-list-type="ul">Vampire: PC becoming vampire has alignment changed to lawful evil (MM 295)</li> <li data-xf-list-type="ul">Gold Dragon: regional mist assumes ominous shapes to warn non-evil creatures of evil creatures present (PHB 115) <a href="https://www.reddit.com/u/Quastors/" target="_blank">u/Quastors</a></li> <li data-xf-list-type="ul">Candle of Invocation: creatures with same alignment as candle's deity have advantage on attack rolls, saving throws and ability checks, clerics or druids with same alignment can cast 1st level spells at-will (DMG 157)</li> <li data-xf-list-type="ul">Book of Vile Darkness: non-evil make DC17 cha save or alignment change to neutral evil (DMG 222)</li> <li data-xf-list-type="ul">Book of Exalted Deeds: requires attunement by a good creature, evil creatures take 24d6 unavoidable radiant damage (DMG 222)</li> <li data-xf-list-type="ul">Blackrazor: requires attunement by a non-lawful creature (DMG 216)</li> <li data-xf-list-type="ul">Deck of Many Things: Balance card reverses alignment (DMG 162)</li> <li data-xf-list-type="ul">Talisman of Pure Good: requires attunement by a good creature, neutral/unaligned creatures take 6d6 radiant damage, evil creatures take 8d6 radiant damage (DMG 207)</li> <li data-xf-list-type="ul">Talisman of Ultimate Evil: requires attunement by an evil creature, neutral/unaligned creatures take 6d6 necrotic damage, good creatures take 8d6 necrotic damage (DMG 207</li> <li data-xf-list-type="ul">Robe of the Archmage: requires attunement by a character of the appropriate alignment (DMG 194)</li> <li data-xf-list-type="ul">Moonblade: requires attunement by a neutral good elf or half elf (DMG 217)</li> <li data-xf-list-type="ul">Oathbreaker Paladin: must be evil (DMG 97)</li> <li data-xf-list-type="ul">Death Cleric: "an additional option for evil clerics" (DMG 96)</li> <li data-xf-list-type="ul">Mount Celestia: good creatures gain effects of <em>bless</em> while on plane and <em>lesser restoration</em> on long rest, optional (DMG 59)</li> <li data-xf-list-type="ul">Bytopia: DC 10 wis save or non-lawful/neutral good creatures changed to one of these alignments, optional (DMG 59-60)</li> <li data-xf-list-type="ul">The Abyss: DC 10 cha save or become corrupted, corrupted creatures become chaotic evil after 1d4+2 days, optional (DMG 62)</li> <li data-xf-list-type="ul">The Nine Hells: DC 10 cha save or become lawful evil, optional (DMG 64)</li> <li data-xf-list-type="ul">Mechanus: DC 10 wis save or become lawful neutral, optional (DMG 66)</li> <li data-xf-list-type="ul">Spirit Guardians: good and neutral casters do radiant damage, evil do necrotic (PHB 278)</li> <li data-xf-list-type="ul">Glyph of Warding: can trigger based on alignment (PHB 245)</li> <li data-xf-list-type="ul">Nystul's Magic Aura: masks alignment to magical effects that sense alignment (PHB 263)</li> <li data-xf-list-type="ul">Ceremony: Atonement restores alignment of creature that has had alignment change (XGTE 151)</li> <li data-xf-list-type="ul">Storm Kings Thunder: coatl in Great Worm Cavern triggered by approach of good creature</li> <li data-xf-list-type="ul">Princes of the Apocalypse: naga encounter triggered by unspecified, alignment related event</li> </ul><p></p><p>In addition, your alignment also has a <em>metaphysical </em>consequence. Evil creatures go to the negative outer planes on death. Good creatures go to the positive outer planes on death.</p><p></p><p>You can play your character however you want (subject to the tables social contract and session zero expectations of course), but I'm (as the DM) the final arbiter of if your PC is 'Good' or 'Evil', as viewed through the eyes of Ao and the Gods.</p><p></p><p>I don't care if you have LG written on your character sheet. If your PC is going around animating the dead, raping people, committing acts of murder or whatever, <strong>you're actually evil.</strong> If that means you've broken the social contract/ session zero (assuming an agreement of 'no evil PCs') you get flipped into a NPC villain (or booted from the game). If we're running a game where evil PCs are allowed, then it has no bearing on the player at all.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8573491, member: 6788736"] There is no bludgeon, and have you ever considered it could be the [B]player [/B]at fault for ignoring the metaphysics of the game world the DM has established? In the game world I run, [rape, murder, torture, inflicting harm on others when not reasonably necessary in self defence or the defence of others and in a proportionate manner, selling or destroying a soul, necromancy etc] are [B]evil [/B]acts. [Altruism, kindness, self sacrifice, charity and mercy] are [B]good [/B]acts. As the DM I am the adjudicator of whether your actions are Good or Evil, and that's because there are game rules that depend on such things, including: [LIST] [*]Demilich: first time a non-evil creature enters the demilich's lair they take 3d10 necrotic damage (MM 49) [*]Lemure: returns to life in 1d10 days unless killed by a good creature under effects of [I]bless[/I] or sprinkled with holy water (MM 76) [*]Night Hag: evil creatures killed by Nightmare Haunting have soul trapped in bag (MM 178) [*]Lycanthrope: PC becoming lycanthrope has alignment changed to appropriate alignment (MM 207) [*]Rakshasa: vulnerability to piercing damage from magic weapons wielded by good creatures (MM 257) [*]Shadow: non-evil humanoids killed by Strength Drain become shadows in 1d4 days (MM 269) [*]Sprite: can detect creature's alignment on failed DC 10 cha save (MM 283) [*]Unicorn: regional affects maximize healing and suppress curses on good creatures (MM 293) [*]Vampire: PC becoming vampire has alignment changed to lawful evil (MM 295) [*]Gold Dragon: regional mist assumes ominous shapes to warn non-evil creatures of evil creatures present (PHB 115) [URL='https://www.reddit.com/u/Quastors/']u/Quastors[/URL] [*]Candle of Invocation: creatures with same alignment as candle's deity have advantage on attack rolls, saving throws and ability checks, clerics or druids with same alignment can cast 1st level spells at-will (DMG 157) [*]Book of Vile Darkness: non-evil make DC17 cha save or alignment change to neutral evil (DMG 222) [*]Book of Exalted Deeds: requires attunement by a good creature, evil creatures take 24d6 unavoidable radiant damage (DMG 222) [*]Blackrazor: requires attunement by a non-lawful creature (DMG 216) [*]Deck of Many Things: Balance card reverses alignment (DMG 162) [*]Talisman of Pure Good: requires attunement by a good creature, neutral/unaligned creatures take 6d6 radiant damage, evil creatures take 8d6 radiant damage (DMG 207) [*]Talisman of Ultimate Evil: requires attunement by an evil creature, neutral/unaligned creatures take 6d6 necrotic damage, good creatures take 8d6 necrotic damage (DMG 207 [*]Robe of the Archmage: requires attunement by a character of the appropriate alignment (DMG 194) [*]Moonblade: requires attunement by a neutral good elf or half elf (DMG 217) [*]Oathbreaker Paladin: must be evil (DMG 97) [*]Death Cleric: "an additional option for evil clerics" (DMG 96) [*]Mount Celestia: good creatures gain effects of [I]bless[/I] while on plane and [I]lesser restoration[/I] on long rest, optional (DMG 59) [*]Bytopia: DC 10 wis save or non-lawful/neutral good creatures changed to one of these alignments, optional (DMG 59-60) [*]The Abyss: DC 10 cha save or become corrupted, corrupted creatures become chaotic evil after 1d4+2 days, optional (DMG 62) [*]The Nine Hells: DC 10 cha save or become lawful evil, optional (DMG 64) [*]Mechanus: DC 10 wis save or become lawful neutral, optional (DMG 66) [*]Spirit Guardians: good and neutral casters do radiant damage, evil do necrotic (PHB 278) [*]Glyph of Warding: can trigger based on alignment (PHB 245) [*]Nystul's Magic Aura: masks alignment to magical effects that sense alignment (PHB 263) [*]Ceremony: Atonement restores alignment of creature that has had alignment change (XGTE 151) [*]Storm Kings Thunder: coatl in Great Worm Cavern triggered by approach of good creature [*]Princes of the Apocalypse: naga encounter triggered by unspecified, alignment related event [/LIST] In addition, your alignment also has a [I]metaphysical [/I]consequence. Evil creatures go to the negative outer planes on death. Good creatures go to the positive outer planes on death. You can play your character however you want (subject to the tables social contract and session zero expectations of course), but I'm (as the DM) the final arbiter of if your PC is 'Good' or 'Evil', as viewed through the eyes of Ao and the Gods. I don't care if you have LG written on your character sheet. If your PC is going around animating the dead, raping people, committing acts of murder or whatever, [B]you're actually evil.[/B] If that means you've broken the social contract/ session zero (assuming an agreement of 'no evil PCs') you get flipped into a NPC villain (or booted from the game). If we're running a game where evil PCs are allowed, then it has no bearing on the player at all. [/QUOTE]
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