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Why is Animate Dead [Evil]?
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<blockquote data-quote="Horoku" data-source="post: 960328" data-attributes="member: 12667"><p>Basically, the way I handle that is with this system: On a sheet of paper for each PC, I have the following written across the top: Good, Evil, Law, and Chaos. A lawful good character starts with Law and Good both at 100, and everything else at 50. A Lawful Neutral character starts with Law at 100 and everything else at 50. A Neutral character starts with everything at 50. And so on. Whenever a character commits an act that would not normally occur in their alignment, I add a point to that act's category and remove one from the opposite category. I.e., a character commits a chaotic act= chaos+1, law-1. A "morality value" cannot go higher than 100. It can be raised up to 100, or dropped to zero, by the character's actions. If at any given time a character's alignment begins to shift (something outside his alignment approaches 100 while something in his alignment approaches... not 100), I warn the player that their character is feeling confused and unsatisfied with his moral code.</p><p>As for good and evil, based on the alignment descriptions in the sourcebooks (circa Second Edition because I'm just that weird), I deduce that an evil act is any action that is performed for a purely selfish purpose, preferably at the cost of others' welfare. A good act is anything that helps others selflessly, or at least without screwing somebody else in the process. And of course it's all up to the DM, as these are very noncorporeal concepts.</p><p></p><p>So, going with my previous Dustmen example, I'd have to say that what they are doing is not necessarily good or evil, but rather lawful, being that they only do it to those who sign a contract in exchange for payment.</p><p>Other expamples could mean all sorts of things, though. Raising an army of the dead against their will for the purpose of ravaging the countryside is definitely evil, and perhaps also chaotic because these people most likely did nothing to you.</p><p></p><p>--------------------------------------------</p><p>Edit: Fixed the quote</p></blockquote><p></p>
[QUOTE="Horoku, post: 960328, member: 12667"] Basically, the way I handle that is with this system: On a sheet of paper for each PC, I have the following written across the top: Good, Evil, Law, and Chaos. A lawful good character starts with Law and Good both at 100, and everything else at 50. A Lawful Neutral character starts with Law at 100 and everything else at 50. A Neutral character starts with everything at 50. And so on. Whenever a character commits an act that would not normally occur in their alignment, I add a point to that act's category and remove one from the opposite category. I.e., a character commits a chaotic act= chaos+1, law-1. A "morality value" cannot go higher than 100. It can be raised up to 100, or dropped to zero, by the character's actions. If at any given time a character's alignment begins to shift (something outside his alignment approaches 100 while something in his alignment approaches... not 100), I warn the player that their character is feeling confused and unsatisfied with his moral code. As for good and evil, based on the alignment descriptions in the sourcebooks (circa Second Edition because I'm just that weird), I deduce that an evil act is any action that is performed for a purely selfish purpose, preferably at the cost of others' welfare. A good act is anything that helps others selflessly, or at least without screwing somebody else in the process. And of course it's all up to the DM, as these are very noncorporeal concepts. So, going with my previous Dustmen example, I'd have to say that what they are doing is not necessarily good or evil, but rather lawful, being that they only do it to those who sign a contract in exchange for payment. Other expamples could mean all sorts of things, though. Raising an army of the dead against their will for the purpose of ravaging the countryside is definitely evil, and perhaps also chaotic because these people most likely did nothing to you. -------------------------------------------- Edit: Fixed the quote [/QUOTE]
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