Jenx said:
Man as much as I love the Planescape campaign setting, my opinion has always been the same - the alignment system should be dragged to the back of the shed and shot in the head. It brings almost nothing of value to a game aside from wasting hours on arguments about what's Lawful Good and what isn't.
Just because you don't understand it doesn't mean it is broken... The axis are sliding scales, but Good and Evil are often clearly defined, and no amount of justification would make Genocide against a sapiant, material-planed creature a Good act.
tetron said:
The main thing I think people need to remember about alignment is that
...
3:There can be an actual and a perceived alignment. This refers to an evil deed for good ends, such as torture to save a town. Your character is doing something with good intent so whether it's evil or not it's still a good action, but others will perceive it as an evil action. So someone could be lawful good and because of the things they do people could consider them lawful evil.
Actually, torture is an Evil act, but it might be "Percieved" as good. As outlined in the Book of Exalted Deeds, to give into the temptation of commiting an "Evil" act has repercussions throughout the cosmos as the Power of Evil gains an advantage from the corruption of a Good character. (Good and Evil are discernable forces in their own right).
4: Being in service to a deity can change how alignment works. Once upon a time I played a divine seeker, basically a rogue who works for a deity. My character was lawful good but a good number of people saw me as chaotic evil. I bore no symbols of my deity, went to none of his temples, and only once did my character ever pray to the deity. I lied, cheated, stole, sabotaged, tricked, and murdered in the service of my lawful good deity. I once entered a cult, and had to do all the rituals that came with it.
I sacrificed one of the fellow patrons of my deity just so I could enter the upper ranks of this cult, and then kill every last one of them from the top down. Was it evil of me to kill a fellow patron of my deity ? No, why ? Because I didn't actually murder them, they died in service to our deity. The person I killed could have wielded a sword and tried killing all of the cult members, and they would have failed. Thousands of good pious lives could have been lost to this cult, but instead only one was. In taking down that cult I performed actions to easily make me chaotic evil, but through it all I was lawful good.
Umm... this is wrong on so many levels. Sorry, your character is straight-up Chaotic Evil (His Circle of Morality extends to his God alone and no Mortals, and he follows the chaotic creed of "The Ends Justify the Means"
"I didn't Murder him! He died in service to my diety" ... And several thousand Jews died in service to improving the Human Race. [Sorry to invoke Godwin's law, but in a debate of Good Vs. Evil, he makes a VERY effective baseline to define evil]. And a high-enough leveled character (Or competant player) could hack his way through that sort of cult and destroy it or shut it down without performing a single evil deed, unlike what your character did. Also, murder and malicious deception are evil acts no matter who you are (It says so multiple times!). It's why an Avenger in 4e is allowed to be Unaligned even if they serve an LG Diety.
5:Neutral can come in different flavors. While some people may think neutral is "meh" neutral, such as is talked about in this article. Neutral can mean much more than that. An alignment few people are familiar with is true neutral(aggressive). Wherein the character acts not for himself but for the good of everyone, and in doing so opposes both good and evil. Characters like these usually see good and evil as two sides of the same coin, and reason that all conflict is borne of these two sides being unable to coexist. The solution ? The end of both good and evil. In other words a neutral character who believes that neutral is the way to go. There can also be passive neutral characters, ones who don't recognize good or evil, such as healers who treat both sides. There can be characters who are neutral because they perform as many good deeds as they do evil, such as someone who kills people for a living but uses the money to improve the wellbeing of everyone he encounters.
Actually, someone who acts for "The Good of Everyone" is Good. What you describe is someone who doesn't understand anything... Good doesn't destroy, it protects. Note in D&D the planes where true peace and harmony exist (Hello Elysium!). By
DEFINITION Nothing Good can be Evil, and Nothing Evil can be Good. The reason Good opposes Evil is because Evil seeks to spread misery and destroy life. Those who don't believe in the justice and Virtue of Good, and seek to actively oppose it (even if they nominally oppose Evil as well) are Evil themselves. It's why in Star Wars, those that use their hatred of the Dark Side and see the Light Side as weak fall to it themselves. Evil is NOT monolithic. Nor is good, though it's more united than evil.
Good is something people have to strive to become. Evil is easy to default. Fortunately for the forces of Good, Evil is also pretty much abhorrent to everyone to some degree (Even Gnolls have some standards, as Evil as they are), so most will strive for at least a modicum of good, at least in their initial area.
Anyone who puts an intangible cause above the physical, tangible lives of everyone else is Not Good. Paladins are
somewhat exempt with their pursuit of Good above all else (even if some lives must suffer in the process) due to a more complex understanding of the nature of Good and how evil taints all.
I.E.D. said:
I, as a DM, can punish a paladin player for allowing a petty, sadistic bandit to live, because the paladin knew that the same bandit murdered an entire family that provided him with a shelter for the night. I can also punish him for murdering the helpless bandit in the first place. I can even introduce a new story line involving that same bandit who escaped the hand of law, and punish the poor Lawful Retard later. That example returns us to determinism, or in the case of a DM in a bad mood it gets even worse; such actions are fatalistic, and no moral philosophy can save the poor player from the wrath of Kelemvor and eternal servitude in his gray city.
Actually, he can do either and still keep to his code (though his code prefers sparing the bandit). Vengeance and Punishment are Lawful acts, not Good. Mercy (Sparing the Bandit) is a Good act, and by being good, in Lawful through acting in accordance of the code. On the other hand, killing the Bandit to prevent him from harming others is also a Good act, and Lawful for execution of Justice and Vengeance. Yet, because killing a helpless person is an Evil act, he has to be careful on how to proceed, since Committing and Evil act is against his Code, and therefore Not Lawful. If the bandit requests mercy or asylum from the Paladin, he must give it.
The BEST course of action for a Paladin is to take the bandit as a prisoner and hand him over to local authorities to be tried and punished by law if the Bandit does not seek redemption. If the bandit does end up executed for his crimes, the Paladin is not at fault because he acted honorably, and the verdict and sentence were carried out through Just means, with the bandit's threat to the well-being of other people being properly assessed and handled. If the Bandit pleads for redemption, the Paladin should offer him the chance (His DETECT EVIL ability keeps the bandit from "Faking" being redeemed), and if the Bandit attempts to betray him during the period of redemption, the Paladin can lawfully and morally kill him in self-defense.
However, in most cases, time doesn't permit it, and the Paladin can
safely choose either to kill him because he's a threat to society (as long as the bandit isn't already helpless or promised asylum by the Paladin) OR spare him out of mercy in accordance with his code, and give the bandit a lawful trial with his code and other party members being the Jury, himself being the Judge (The code determines his guilt, his discretion gives the sentence), and powers or other resources (party members, items) being the Executioner. It's tough work, but I find that, as a general rule, a well-played Paladin can be assumed to be wise enough that, except in extreme cases, his deliberate actions (meaning he's delibrated and considered them carefully) are justfied within the code. Generally, I treat the Paladin Code presented in the book as the tl;dr version, with the actual sworn code being much more in-depth and robust, with the circumstances, exceptions, and appropriate actions being spelled out clearly enough to be expanded to cover almost any situation. Since I find Paladins awesome, if the character takes time to delibrate on his actions and his code, I tell them if a considered course of action is in line with it or not (or if it's in line, but there is a better option).
A quote I like is from Terry Pratchett:
Terry Pratchett said:
"...And that's what your holy men discuss, is it?" [asked Granny Weatherwax.]
"Not usually. There is a very interesting debate raging at the moment on the nature of sin. for example." [answered Mightily Oats.]
"And what do they think? Against it, are they?"
"It's not as simple as that. It's not a black and white issue. There are so many shades of gray."
"Nope."
"Pardon?"
"There's no grays, only white that's got grubby. I'm surprised you don't know that. And sin, young man, is when you treat people like things. Including yourself. That's what sin is."
"It's a lot more complicated than that--"
"No. It ain't. When people say things are a lot more complicated than that, they means they're getting worried that they won't like the truth. People as things, that's where it starts."
"Oh, I'm sure there are worse crimes--"
"But they starts with thinking about people as things..."
--from Carpe Jugulum, by Terry Pratchett.
Hope that helps
There's another quote (I can't remember the source) where it explains that while there are shades of grey in Alignment issues, it doesn't really concern a Paladin-type. Their job is to hunt down and destroy those who are so dark you can't see lightness "no matter how hard you squint", which there apparently is plenty of.