Posted September 12, 2012
I am disappoint. Really, people, I am hopefully done with the piuracy thread and you pick up being wrong on the internet right where the anti-piracy people left off.
Alignment does not make sense. If you have a definition of Law and Chaos - any definition - it is wrong because it's self-contradictory. On the other hand, Good and Evil have been defined in internally consistent ways multiple times - but there's no guarantee every player in your group uses the same definition. (There's apparently a lot of Kantians on this forum, but even Kantians have different absolute imperatives.)
Your best bet would be to treat it like a tag. There are monsters, places and societies tagged [Law]; Lawful monsters include Formians and Inevitables; Formians are a rigid caste society of psionic ants; Inevitables are basically Terminators, solitary robots who hunt down people... there are planes of Law that include places that look like this and are populated by these... the tag interacts with the rules thusly: alignment detection, Word spells, aligned weapons, cleric domains, blah blah.
BadDecissions: Alignment is useful as a shorthand for DMs. If my players try to make a truce with this type of monster, is it likely to keep its word, or would it be willing to betray them? Except as a very general guideline ("No, your paladin can't murder people in their sleep and take their stuff."), it's not something that player characters should have to worry about. See, this is bad. It sorts monsters into trustworthy and untrustworthy races. So there are people of two types: those with whom you can theoretically communicate but still have to kill them on sight, because they're untrustworthy and will poison your grain and rape your civilians, and then there are those who you should torture into submission instead, because they ARE trustworthy. Having it on a per-monster basis means players will carry a wand of Detect Law and kill anyone who doesn't light up.
Yes, thats seriously what this policy does. If you start punishing players for making deals with Chaotic Evil people, they will learn, and if Lawful Evil people are "redeemable" by extracting a promise of cooperation from them, then torture is a tool of Good in the setting. And that's f@#ked up, twice so if your idea of Good is always trying to take the talky option.
Furthermore, the DM should never ever tell the player what his character will or will not do. The DM already has all the NPCs, and all the noncommunicative monsters, and the setting, and a countable infinite number of world events, and rule adjudication. That's too muich control over the narrative. Now you want him to control the player characters, too?
Furthermore x2, killing people in their sleep is what paladins have traditionally done waaaaaay before D&D = and should continue to be allowed to do in D&D to be at all playable. The game itself is about breaking into people's homes, stabbing them in the face and taking their stuff. If you challenge a kobold to what in Medieval Europe would be considered a "fair fight", you're going to die. And it can't be fair if you're always winning! Seriously, a recommended encounter in 3.x is four to one. Reconcile THIS with "chivalry".
The concept of "fairness" in warfare has always been about the benefit of the high and mighty. So, in the Middle Ages, one on one fights were fair, because a well-fed and well-armored knight could always beat a peasant. In D&D, the high and mighty are characters who advance by class levels. So if you're an Assassin, the EL system dictates you are supposed to be equal in power to a Barbarian when both you and him play to your strengths, and it is perfectly okay of you to spring from ambush and stab that sucker in the kidney before he sees you and chops your head off.
Obligatory links:
on alignment
on fighting fair
how society in D&D works
P.S. I hope no one starts a thread about austerity.
Alignment does not make sense. If you have a definition of Law and Chaos - any definition - it is wrong because it's self-contradictory. On the other hand, Good and Evil have been defined in internally consistent ways multiple times - but there's no guarantee every player in your group uses the same definition. (There's apparently a lot of Kantians on this forum, but even Kantians have different absolute imperatives.)
Your best bet would be to treat it like a tag. There are monsters, places and societies tagged [Law]; Lawful monsters include Formians and Inevitables; Formians are a rigid caste society of psionic ants; Inevitables are basically Terminators, solitary robots who hunt down people... there are planes of Law that include places that look like this and are populated by these... the tag interacts with the rules thusly: alignment detection, Word spells, aligned weapons, cleric domains, blah blah.

Yes, thats seriously what this policy does. If you start punishing players for making deals with Chaotic Evil people, they will learn, and if Lawful Evil people are "redeemable" by extracting a promise of cooperation from them, then torture is a tool of Good in the setting. And that's f@#ked up, twice so if your idea of Good is always trying to take the talky option.
Furthermore, the DM should never ever tell the player what his character will or will not do. The DM already has all the NPCs, and all the noncommunicative monsters, and the setting, and a countable infinite number of world events, and rule adjudication. That's too muich control over the narrative. Now you want him to control the player characters, too?
Furthermore x2, killing people in their sleep is what paladins have traditionally done waaaaaay before D&D = and should continue to be allowed to do in D&D to be at all playable. The game itself is about breaking into people's homes, stabbing them in the face and taking their stuff. If you challenge a kobold to what in Medieval Europe would be considered a "fair fight", you're going to die. And it can't be fair if you're always winning! Seriously, a recommended encounter in 3.x is four to one. Reconcile THIS with "chivalry".
The concept of "fairness" in warfare has always been about the benefit of the high and mighty. So, in the Middle Ages, one on one fights were fair, because a well-fed and well-armored knight could always beat a peasant. In D&D, the high and mighty are characters who advance by class levels. So if you're an Assassin, the EL system dictates you are supposed to be equal in power to a Barbarian when both you and him play to your strengths, and it is perfectly okay of you to spring from ambush and stab that sucker in the kidney before he sees you and chops your head off.
Obligatory links:
on alignment
on fighting fair
how society in D&D works
P.S. I hope no one starts a thread about austerity.