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Author Topic: Alignment  (Read 3733 times)

kenada

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Re: Alignment
« Reply #60 on: June 21, 2010, 10:42:34 PM »
If the authority is legitimate, then the heinous evil required to accumulate such an aura implies many illegal acts.
The target may have already been punished for his crimes by the local authority…

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These acts MUST be punished, according to the paladin code of conduct.  The only objection you seem to have is that the paladin should check with the local authorities before administering his legitimate justice.  This is just bureaucratic nonsense for the sake of bureaucratic nonsense, and the paladin should lose his paladinhood for putting this ahead of his duty to do good.
…and which the paladin might know if he were actually working with the local authority and not treating it as a burdensome bureaucracy to ignore.

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If there is absolute evil, then destroying evil is not an evil act.
How so?

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By embracing the idea of absolute morality, you remove any moral ambiguity here.  You can't have it both ways except by completely neutering the paladin's ability to detect the evil that he is to destroy.
I only expect that the paladin actually act justly. Detect evil alone does not provide enough context for the paladin to do so.

BobChuck

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Re: Alignment
« Reply #61 on: June 22, 2010, 08:11:01 AM »
Exactly.

Detect Evil is a level 1 divination spell. It's as potent and powerful as Detect Magic - meaning there are all kinds of ways it can be tricked or otherwise fail to work properly.

Likewise, there is a difference between "punish" and "execute". Depending on how evil a person has to be to register as Evil, killing is not always the correct response.

Compassion and Mercy are big parts of Doing Good, and ultimately that's what Paladins are here to do - Good. They fight Evil to protect Good, but that alone is not enough - they have to create Good as well.

kenada

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Re: Alignment
« Reply #62 on: June 22, 2010, 09:15:56 AM »
Exactly.

Detect Evil is a level 1 divination spell. It's as potent and powerful as Detect Magic - meaning there are all kinds of ways it can be tricked or otherwise fail to work properly.
It’s not even about being tricked. The tax collector who was skimming off the top was committing an Evil act. Once he is caught and punished appropriately, assuming that he sincerely wants to change, then his alignment will adjust over time away from Evil, but until that process is complete, his Evil aura will remain.

Edit: Plus, committing a crime isn’t a prerequisite of committing an Evil act. That’s pretty much the definition of Lawful Evil.

It’s worth noting that (outside of special creatures like outsiders and undead) that only creatures with 5 or more HD show an aura withdetect evil. Still, I would expect e.g. higher ranking government officials to have more than a few HD.

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Likewise, there is a difference between "punish" and "execute". Depending on how evil a person has to be to register as Evil, killing is not always the correct response.
FWIW I intend to use the crime table out of Central Casting: Heroes of Legend for my campaigns going forward because I think it looks reasonable, and it saves me from having to do the work myself. Only murder and treason are crimes that are punishable by death. IIRC common punishments including flogging, spending time in the stocks, and spending time in a dungeon.

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Compassion and Mercy are big parts of Doing Good, and ultimately that's what Paladins are here to do - Good. They fight Evil to protect Good, but that alone is not enough - they have to create Good as well.
Paladins are charged with battling Evil, but that is more than just slaying everything that pings Evil on the e-dar.
« Last Edit: June 22, 2010, 03:25:52 PM by kenada »

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Re: Alignment
« Reply #63 on: June 25, 2010, 07:29:29 PM »
If the authority is legitimate, then evil implies illegal.  If the authority is not legitimate, the paladin is bound by his code to disobey and follow a higher authority.  Certainly there are gray areas; if it is illegal to wear gray pinstripes on Wednesday, then the paladin shouldn't do that even if he doesn't see how it is obviously evil.

I do not like that you seem to be saying that having lots of hit dice and small evil tendencies makes a character have as powerful an evil aura as having the same number of hit dice and being Stalin.  If that's the way you rule it, then Detect Evil and similar spells are effectively useless.  It should be the case that the only way one can get a very strong evil aura is by committing many terrible evil acts (presumably over the same period of time required to gain many levels).  There should be a threshold beyond which only monsters go, and a paladin should be able to identify such monsters easily as part of the divine investiture he was given.  A corrupt government official should have to gleefully execute hundreds of commoners to steal their land to get an aura like this, or something similarly terrible.

Measure Zero

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Re: Alignment
« Reply #64 on: June 25, 2010, 07:32:22 PM »
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If there is absolute evil, then destroying evil is not an evil act.
How so?
The alternative increases the amount of evil in the world, and hence is an evil act.  Because moral absolutism is contrived in such a way that there is always a "good" option, the good option must be the elimination of evil.

kenada

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Re: Alignment
« Reply #65 on: June 25, 2010, 10:57:47 PM »
I do not like that you seem to be saying that having lots of hit dice and small evil tendencies makes a character have as powerful an evil aura as having the same number of hit dice and being Stalin.
That’s the way the system works. vOv

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If that's the way you rule it, then Detect Evil and similar spells are effectively useless.
As written, it’s mostly useful for detecting undead and outsiders, and I’m fine with that.

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It should be the case that the only way one can get a very strong evil aura is by committing many terrible evil acts (presumably over the same period of time required to gain many levels).  There should be a threshold beyond which only monsters go, and a paladin should be able to identify such monsters easily as part of the divine investiture he was given.  A corrupt government official should have to gleefully execute hundreds of commoners to steal their land to get an aura like this, or something similarly terrible.
Perhaps, but I never really planned on going any further than I did.


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If there is absolute evil, then destroying evil is not an evil act.
How so?
The alternative increases the amount of evil in the world, and hence is an evil act.  Because moral absolutism is contrived in such a way that there is always a "good" option, the good option must be the elimination of evil.
I intentionally excluded ‘cosmic balance’ type stuff when I tweaked the alignment axes.

Atreys

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Re: Alignment
« Reply #66 on: June 27, 2010, 06:24:59 PM »
As written, it’s mostly useful for detecting undead and outsiders, and I’m fine with that.
Aligned undead, right?  Maybe I was just not seeing where you meant to read in the link.

Also, Aligned creatures/paladins/clerics/objects(?) too.

kenada

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Re: Alignment
« Reply #67 on: June 28, 2010, 12:15:02 AM »
As written, it’s mostly useful for detecting undead and outsiders, and I’m fine with that.
Aligned undead, right?  Maybe I was just not seeing where you meant to read in the link.
Er, right. Detecting Evil-aligned undead and outsiders.

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Also, Aligned creatures/paladins/clerics/objects(?) too.
Yes. Creatures give off an aura based on their alignment and hit dice, which is what detect evil detects.
« Last Edit: June 28, 2010, 12:17:45 AM by kenada »

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Re: Alignment
« Reply #68 on: June 29, 2010, 09:33:52 PM »
The undead and outsiders that one would need this to detect should also be able to hide from it with magic.  It's only use seems to be to detect the residual evil left by them when they aren't trying to hide themselves.

BobChuck

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Re: Alignment
« Reply #69 on: June 30, 2010, 08:32:45 AM »
Which, to be fair, is most of them, most of the time. It's unrealistic to assume that all or even most Evil Creatures are actively masking themselves; unless they deal with paladins on a regular basis, its overkill.

Besides, all it takes is a few evil creatures keeping themselves masked and putting fake auras on innocents to mess up the vast majority of Paladins and make Detect Evil unreliable - the point isn't that Detect Evil never works, it's that Detect Evil doesn't always work. That's all it takes to make the ability alone not absolute proof.

If a Paladin is willing to sacrifice one innocent for every 100 evil creatures he smites, he's not a Paladin anymore.
« Last Edit: June 30, 2010, 08:34:43 AM by BobChuck »

kenada

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Re: Alignment
« Reply #70 on: August 12, 2010, 04:41:32 PM »
In the next few days, I am going to post my ideas for some major changes to the D&D alignment system.

Here is a preview: the neutral alignment no longer exists.
« Last Edit: August 12, 2010, 04:49:38 PM by kenada »

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Re: Alignment
« Reply #71 on: August 13, 2010, 10:25:24 AM »
the neutral alignment no longer exists
That seems constrictive.  Looking forward to your ideas.

kenada

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Re: Alignment
« Reply #72 on: August 13, 2010, 12:53:30 PM »
The more I thought about it, the less happy I became with the outcome of this thread. The definitions I proposed are workable, but they don’t really change the status quo all that much.

I see several problems with alignment as a gameplay mechanic (ignoring any philosophical problems one might have with it). The first problem is that it is useless as an actual gameplay mechanic. I think some of the disagreements we’ve had in this thread make that particularly clear. If we want to treat this as a mechanic for helping us play our characters, then alignment needs to indicate what behaviors reflect that alignment.

The rules try to do that, but they ultimately fail. The descriptions are too broad. They reflect the author’s biases. As one essay I read on alignment put it, “Much of AD&D's alignment system was written from the viewpoint of the Lawful Good individual ONLY.” The way AD&D presented alignments was certainly silly (if not outright retarded), but d20-decended systems still have problems. Let’s look at Neutral Good and Neutral Evil.
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Neutral Good
A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them.

Neutral good means doing what is good and right without bias for or against order.
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Neutral Evil
Someone who is neutral with respect to law and chaos has some respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. She is generally honest, but can be tempted into lying or deceiving others.

A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusions that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn't have the restless nature or love of conflict that a chaotic evil villain has.

Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies.

Neutral evil represents pure evil without honor and without variation.
Here is what the rules have to say on Neutral with respect to Good and Evil.
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People who are neutral with respect to good and evil have compunctions against killing the innocent, but may lack the commitment to make sacrifices to protect or help others.
Neutral Good is the average good person, but Neutral Evil is Hitler. Even though Neutral on the Good-Evil axis is not supposed to kill innocents, Neutral Evil does so because it is EEEEEEEVIL. All Evil alignments are similarly marred. That’s not to say that being Evil is a good thing, but the lack of nuance means that characters who ought to have an Evil alignment end up overloading Chaotic Neutral instead. The vengeance seeker who wants to kill everyone who hurt her but has no desire to harm innocents can’t be NE because NE is Hitler. The stereotypical thief who robs everyone he meets can’t be CE because CE is Jeffery Dahmer. Of course, when players do play Evil alignments, they embrace the extreme definitions that the rules provide.

When I originally simplified the alignment definitions, I tried to address two problems. First, I tried to provide a fairly simple metric against which to rate an action. I felt this would making easier to judge what aspects of alignment an action possessed. I think this was mostly successful. Second, I defined the combinations of alignments as all combinations of the two axes. My hope was that this would eliminate bias and allow for a bit more nuance in play. It wasn’t really all that successful. There were some non-obvious implications. Defending yourself may be an evil act. Paladins doing what paladins do may be committing evil acts. A vigilante who punishes a local pedophile in such a way that he can no longer be a threat committed an evil act.

The first major revision I have decided to make to the alignment system is that alignments have ranks. You are not just LG, you are Lawful X Good X. Ranks range from 0 to 10 (with paragons of those alignments being 11, of course), and each rank has 10 points. I will provide a chart (like the Honor or Glory charts from L5R) of how certain behaviors add or subtract points from your alignment rank. Vigilante justice might be expected from someone with a low Good rank while always trying to save and redeem might be the expected behavior of someone with a high Good rank. This is analogous to Wisdom in Mage: The Awakening. Someone with a high wisdom loses Wisdom for hurting people while someone with a low Wisdom does not. Alignments will no longer be an axis, so Evil will be the opposite of Good, and Law will be the opposite of Chaos (like Infamy is the opposite of Glory).

One benefit of this change is that it allows me to redefine alignment-dependent effects. Detect alignment will now reveal the alignment rank for the person you casted it on. Under this system, someone with a high Evil rank must be the love child of Hitler and Stalin raised by Pol Pot. As Mike was getting at, the current system of tying alignment-based auras to hit dice is pretty terrible. The cruelest bureaucrat is probably only going to be an aristocrat 5, so he wouldn’t even have an aura when detect evil is cast upon him! I still have some work to do fleshing this out, and how alignment detection will work specifically, but I think this will be a big improvement.

There’s a problem though. How does neutral fit into this scheme? It was kind of evident in my previous examples, but neutral as an alignment is pretty much fundamentally stupid. How does a Lawful Neutral government even work? I don’t just mean what kind of laws does it pass, but how does it react in a crisis? There’s really no neutral way to react to a famine. LN doesn’t make sense, and CN and NN are not in a better situation. Ignoring the completely stupid cosmic balance aspect of NN, neither alignment really stand for much if we use a less-stupid baby-stomping villain definition of Evil.

The answer is to just get rid of Neutral. If you want to be perfectly neutral, you are 0,0; standing for nothing and only staying there by doing the ridiculous cosmic balance shit. It will be hard to maintain, and everyone will hate you for it, but that is now pretty much expressed in the mechanics. Everyone else will have a low rank one way or another. Except for those explicitly trying to balance neutrality, I think this results in alignment as a more accurate reflection of behavior because LG is no longer necessarily Lawful Cop.

For alignment-based effects, I’m thinking that they will scale with rank. This is why I copied the somewhat unintuitive rank system from L5R. For ranks less than 1, the character will suffer whatever alignment-based effects a neutral character would suffer under the old system. For other ranks, the character will receive a greater portion of the effect or even more. I envision a system where someone with a really high alignment rank actually gains more than 100% of the effect because having a high alignment rank is something special.

Edit: fixed a bunch of spelling mistakes + edits
« Last Edit: August 13, 2010, 02:41:12 PM by kenada »

kenada

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Re: Alignment
« Reply #73 on: August 13, 2010, 12:56:39 PM »
I would like to add that I considered but rejected a system similar to the one used in Neverwinter Nights and other RPGs by BioWare with a morality system. The problem is that the same act is worth the same amount of points regardless of how Good or Evil or Chaotic or Lawful you are. By not tying the bonus to whether such behavior should be expected for your rank, everyone ends up creeping towards the extremes or balancing out their extra goodliness with extra evil acts.
« Last Edit: August 13, 2010, 02:36:23 PM by kenada »

BobChuck

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Re: Alignment
« Reply #74 on: August 13, 2010, 12:58:38 PM »
It seems like a good idea; we'll see how well it works in play.