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Raven4114 wrote:

I would like to see some content granting mechanical bennies to RPing good aligned characters that aren't typically associated with Holy crusading.

A Feat Line which granted benefits for the Good Aligned, based on personal devotion could do just that.

As an example:
Consider a feat (meta-magic or otherwise) that grants a (supernatural in origin)
meta-magic cost reduction equal to ½ character level applied against total meta-magic feat costs for any spells with the subtype "good." Reduced total meta-magic cost cannot be less than 1 level adjustment.

To clarify, I was going for 'over the top' here to make the point that if 'Team Good' is working toward the greater good, there should be some mechanical bennies to such a situation.

Seriously though, a feat that reduced meta-magic cost for subtype "good" spells, say 1/4 or 1/5 the PC's character level would be awesome. I'd prefer what I posted, but it would create too big a disturbance in the force.....and balance we seek, yes?


I would like to see some content granting mechanical bennies to RPing good aligned characters that aren't typically associated with Holy crusading.

If I want to play a Lawful Good Wizard, what's the benefit?

As a Wizard, my alignment can come into play from a rules perspective, say with Summon Monster 1-9.... but Good alignment isn't going to be a help.

Rant on Summoning:

With 7 possible good outsiders to face off against the 19 listed evil outsiders, not to mention, neutral outsiders, Good aligned casters are hurting, if anything.

That issue was previously mentioned.

I'll only add here that I think we need at least double the Good aligned creatures to evil, not 3x more evil than good. Good creatures should be concerned with the greater good, making good aligned creatures more willing to come to the aid of creatures on other planes, who in theory could summon them.

Surely summoning bypasses the summonee's interests, at least on the surface, but its not beyond the Good aligned Deities to colude on a benefit to help the struggle on every plane.

A Feat Line which granted benefits for the Good Aligned, based on personal devotion could do just that.

Such could tie it in to the character's personal devotion, make it dependent on alignment status and subject to the need of atonement before enjoying the benefits were alignment to shift.

I would hope for feats to aid both magic use and combat related functions. The list of feats specifically for casting improvements is slim. I would enjoy more options, or at least something that boosted what already existed.

On that note,

As an example:
Consider a feat (meta-magic or otherwise) that grants a (supernatural in origin)
meta-magic cost reduction equal to ½ character level applied against total meta-magic feat costs for any spells with the subtype "good." Reduced total meta-magic cost cannot be less than 1 level adjustment.

Justification:

Good aligned adventurers are implicitly if not explicitly tossing their hat in the ring of the fight of good vs evil. An individual's commitment to do good when applied to daily life would necessarily result in this.
Its not beyond reason that the Good deities out there are willing to provide their followers with feats dependent upon and based on their followers devotion to higher ideals. Tying it into character level makes sense as with increased power comes increased potential for doing good things and the greater the potential need for help.

What a difference-maker that would be.
If something like that existed, choosing a non-good alignment at character creation (at least as a spell caster) would mean the choice to give up something powerful .


Mikaze wrote:
josh4114 wrote:

We could brainstorm a little about that and maybe move toward a consensus on what "Good" actually is (in reality, thus to apply it in game better) or at least what we want it to look like in game?

We could also approach from the angle of "what Good is not/ what Good doesn't look like."
I'm not suggesting this is easy, but am thinking it would be beneficial.

I don't think we'll ever get a real consensus on alignment, especially since everyone wants something different out of the game, but personally:

(probably rambly)

** spoiler omitted **...

Mikaze,

Thanks for the impassioned and detailed reply!
If that's how you ramble, bring it on!

:-)

Clearly, you have thoughts on this issue. If you feel a consensus is likely out of reach, what do you think is within our grasp related to the defining features of Good?

More….

Spoiler:

I am of the opinion that talking around and about the defining qualities of "Good" may give us a border within which to find patterns or habits that could consistently inform player and GM options, making mechanic design more than a hodgepodge of disconnected options (my interpretation of many previous RPG attempts at quantifying 'good' aligned player options).

For example, if we all agreed Good needed to be more than a Team Jersey, we should be able to see the inconsistency of something like a "good poison" right off.
But if Good is dualistic, then ultimately a "good" poison is internally consistent with such an assumption (horrible one imo).

Maybe that strikes as a weak example as some would say such is obvious, but whoever thought it up didn't think so at the time and I doubt that person lacked intelligence, wisdom or creativity. She/He probably had all 12's or higher. :-) They may have considered Good the opposite of evil and left their definition at a simplistic dualism. Maybe not. We'll probably never know, right?

In my experience this sort of thing happens more often than not, because we all assume our view is the other persons, or aught to be--when in fact it is not the case. What is 'obvious' to oneself is often not to another, yet we easily move forward on assumption, then get confused or irate when view points don't mesh.

Since I've seen creative suggestions within this thread that require a Dualistic view of Good/Evil (~Eastern View) and suggestions requiring an Absolute opposition or tension view (~ Western View) to be internally consistent, I thought I'd bring up the notion of chewing on a definition to achieve some clarity. That type of conversation should happen at some point, so why not now?

I doubt we could find the community agreeing on everything, but I don't think that's necessary. Even a more clearly defined "Venn diagram" could be helpful. :-)

Thanks for your post. I really enjoyed what you had to say!


Fredrik wrote:

I'll bite -- but I'll spoiler it, in case it devolves into a political debate.

Fredrik,

Thanks for taking a bite! :-)

Its sad, but I think you were prudent in using a Spoiler button. I've seen some heated posting related to this topic of 'Good' and was saddened by the non-creative 'heat.'

Thanks for the comments and sensitivity. :-)


I'm coming in late to this discussion but having followed it from the beginning I want to say how excited I am with what everyone's posted. I've been a GM for over a decade and am used to needing to create my own "Good" stuff since the gaming content was heavy on the opposite side of things or on the "Gray." Having in-game content that was "Good" would be wonderful.

While any player can make a character and chose a good alignment and RP it well, the game mechanics rarely give a benefit for being good. That's always an in-house thing at my table.

In game mechanics, being good is enforced through Punishment for failure to meet an expectation or Negatively Reinforced through atonement (or its ken) when you do screw up.
How many of us have played CN characters because differences of opinion existed between GM and player on the subject of what constituted true "Good?"

I know I've played my share of CN characters b/c it was simply easier. Defining good can be hard. In my experience its easier to get agreement on iconic evil, or even mundane evil than to draw a boundary around what constitutes "Good." Behaviorism is easier to define b/c it doesn't require thought, so we get the phenomena of the Lawful Stupid Paladin or Legalistic Cleric, both of which seem to have something stuck up…well I think its clear where that was going... No one likes Lawful Stupid.
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**My point:** I didn't see anyone define Good (or for that matter, Evil).
Maybe I missed it?
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Either way, posting on that topic would likely result in some cool discussion.
So, at the risk of getting philosophical, anyone want to take a stab at defining "Good?"

We could brainstorm a little about that and maybe move toward a consensus on what "Good" actually is (in reality, thus to apply it in game better) or at least what we want it to look like in game?

We could also approach from the angle of "what Good is not/ what Good doesn't look like."
I'm not suggesting this is easy, but am thinking it would be beneficial.

But, perhaps such a task is neither here nor there as (1) this is a brainstorming session and (2) concerns over synthesis is for the Powers-That-Be in the mighty Halls of Paizo.

Are there any takers from the more regular posters? I'm new here so I'll wait to post my own thoughts on what "Good" is or is not till I see there's interest from the group.


Sorry, that wasn't clear. My HTML didn't work out.

http://paizo.com/cgi-bin/WebObjects/Store.woa/wa/searchq=Guide+to+Absalom&a mp;includeUnrated=true&what=products&f=brand%2FPathfinder+Campaign+ Setting&f=productType%2FSoftcover+Books&includeUnavailable=true& ;sort=0


Thanks Twin Agate Dragons.

Wolfshirt1982,
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