<SNIP>What I had in mind were examples where there are NPCs who are known to be evil or about to do something evil. In cases like that, I like the PCs to be able to attack them peremptorily, without having to discuss it first, and other situations like that.
Hi Tchos,
Sorry, I missed this post .... That makes sense to me now. I agree. (Also, see next.)
Why would Neutral on the second axis be more likely to kill someone than Evil? Does this also apply to Lawful Neutral and True Neutral being more likely to kill someone than Lawful Evil or Neutral Evil?
Hi Tchos,
Who are you asking this question? Because, I agree with you, in that I believe it takes somebody of "good" or "evil" persuasion to be more likely to kill somebody than one of neutrality. From this perspective, I believe any "neutral" based alignment is less likely to kill somebody than those with a "good" or "evil" tendency. Also, to help with this discussion, we also need to determine what exactly "evil" is. E.g. "Killing" in its broadest sense is an "evil" act. However, we know that there are times when "killing" is a "good" act. i.e. Killing evil is "good" by definition.
I just don't see the point of prohibiting the entire alignment just because you could technically do that. Hell, you could even be lawful neutral/evil and go as rampant because you take your code to the extreme, etc.
Hi Arkalezth,
I think your comment may have been aimed at something I wrote ... forgive me if I have misunderstood. To respond to your comment, I would say that "prohibiting an alignment" can be valid if the world and module design dictate it to be so. (Also, I assume to mean prohibited to PCs only as opposed to all creatures.) E.g. A mod designed for Paladins to destroy a world of demons. There is no point permitting a player to create an evil PC.
Along the same lines, "alignment restrictions" may be necessary to fit within a world design for different/other reasons. However, the restriction can only be properly understood *if* every player also understands the implication of said restrictions. The problem with alignments in general, however, is that they differ in meaning according to ones own personal beliefs in what they should mean. I remember having some *long* debates about this topic (alignments) and it can get quite heavy. In many respects, if we recognise that the main differentiating alignment in many respects is one of good v evil, with chaotic or lawful tendencies, then we are normally on safe ground. The problem arises when we try to "imagine" or play a "neutral" trait, which (as much as I understand the sentiment) simply does not really play out well in a game (if played as it is meant to be played).
Sometimes, it is easier to give examples, so maybe that is something we can consider?
Cheers,
Lance.





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