On the nature of Good and Evil (Or 'Good is hard')


Pathfinder First Edition General Discussion

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The Exchange

Jiggy wrote:
Jeven wrote:
Hell as described in Dante's Inferno
Man, one of these days I need to write a book that describes something I made up myself, use terminology and imagery stolen from a major world religion, and see if I can get non-members of that religion to think my book represents actual canon of that religion.

Quite fun actually. Especially if you choose a defunct mystery religion like the Roman religion of Mithraism. No one knows what the beliefs where but are only guessing based upon the imagery left behind (as well as a list of ranks in the organization)


R_Chance wrote:

For game purposes I think a simplified view of individual acts of good and evil can be used to determine alignment by looking at the characters action "history".

I think every character commits the full range of acts on the good-evil axis (and the law-chaos one as well). I agree that there are greater and lesser goods / evils as well. I think the acts can be individually judged on the good-evil scale. I don't think you need to view them through the lens of relativity or intent. It's the preponderance (and magnitude) of actions that determine alignment, not (or at least very rarely) a single act. Even evil people do the occasional good dead intentionally or not (as mentioned above, i.e. criminals donating to a good cause for ulterior motives) while the best of people may find an evil act necessary. This probably wouldn't change their alignment. Dragging "intent" into it muddies the waters and it can be ignored if you look at a cumulative series of actions. The worst of villains often justify their deeds by the desired ends. No matter how "good" your cause if you keep doing evil deeds to further or protect it, evil is what you become. That takes time, and effort (or a really tremendous act of evil...). An isolated evil act is just that, isolated. Occasional "good acts" (i.e. tithing, charity, etc.) can mitigate isolated evil acts, or over time alter, alignment. The only characters who can not consciously commit a single evil act (without consequence) are Paladins.

Ahem, again, this refers to game alignment with it's absolute system of good and evil. Not real life :) It points to a plus / minus simple tracking of alignment. And no, I'm not suggesting a minute track every action system. That would be tedious at best.

And, ymmv.

True enough. I think you put that rather well and would have to agree completely. The GM would have to ask each player "their intent" with every action... and that is a bit much for my tastes. But to each their own, if that's the level of record keeping you wish to keep.


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The critically important thing Ross forgets is that good exists. There are paladin orders and people who took the test of the starstone and wound up as good deities and NPCs with good alignments and PCs aren't forbidden from taking good alignments.

That means good isn't defined in Judeo-Christian terms. Good is something that humans can sustain. It's an alignment a carousing adventurer can sustain assuming Cayden Caylean's alignment didn't shift as a result of his deification. Valeros, an ex-mercenary and current murder-hobo, also keeps a good alignment.

NPC Codex wrote:
Discovering himself to be a deft hand with a sword, Valeros quickly fell in with the mercenary crowd, learning the dirtier, grittier facts of warfare. After acting as hired muscle for dozens of different employers, Valeros finally realized that it was time to go into business for himself as an adventurer.

The standards for holding a good alignment in Pathfinder are not very high.


Atarlost wrote:
The standards for holding a good alignment in Pathfinder are not very high.

I think that depends on the game in question. RPGs tend to give alignments out to what they think they should have regardless of NPC or monster description. I can't comment heavily on Valeros as I'm unfamiliar with his lore. But by the description you gave, he sounds more neutral, rather than good.


Captain Wacky wrote:
The contraction is simple. You've advocated committing one evil act to save one person. Then you have turned around and condemned another evil act in order to potentially save multitudes.

You're begging the question. I don't agree that stealing is always evil...which is kinda the point.

You're free to believe differently, but please don't confuse your subjective position as being objectively correct. I know doing so is popular, but still...


Many sources hold that stealing isn't even usually evil, but is instead a Chaotic act (obviously stealing that leads to suffering or harm is also/instead evil).


bugleyman wrote:
Captain Wacky wrote:
The contraction is simple. You've advocated committing one evil act to save one person. Then you have turned around and condemned another evil act in order to potentially save multitudes.

You're begging the question. I don't agree that stealing is always evil...which is kinda the point.

You're free to believe differently, but please don't confuse your subjective position as being objectively correct. I know doing so is popular, but still...

You are correct, I've lumped in a chaotic act in the evil category and was thinking in terms of extremes. I retract my previous statement.

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Atarlost wrote:

The critically important thing Ross forgets is that good exists. There are paladin orders and people who took the test of the starstone and wound up as good deities and NPCs with good alignments and PCs aren't forbidden from taking good alignments.

.

Of course Good exists. I never said it didn't.

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Prince of Knives wrote:

For normal, non-adventuring people, any given alignment is pretty easy to maintain. Small, day-to-day acts add up to a particular alignment for better or for worse. It's when you get to adventurers, warriors, etc, so forth that alignment starts involving blood and struggle and strife on a regular basis and becomes genuinely difficult.

I'm not necessarily disagreeing, but it is worth noting here that ordinary people will never light up under detect evil or detect good.


Ross Byers wrote:
Prince of Knives wrote:

For normal, non-adventuring people, any given alignment is pretty easy to maintain. Small, day-to-day acts add up to a particular alignment for better or for worse. It's when you get to adventurers, warriors, etc, so forth that alignment starts involving blood and struggle and strife on a regular basis and becomes genuinely difficult.

I'm not necessarily disagreeing, but it is worth noting here that ordinary people will never light up under detect evil or detect good.

I know I wouldn't.

Shadow Lodge

Ross Beyers wrote:
I'm not necessarily disagreeing, but it is worth noting here that ordinary people will never light up under detect evil or detect good.

But characters who don't light up to Detect spells can still be good or evil - they can still be vulnerable to a paladin's smite or unholy blight.


Captain Wacky wrote:
You are correct, I've lumped in a chaotic act in the evil category and was thinking in terms of extremes. I retract my previous statement.

Color me impressed, sir. *tips hat*

Apologies for the bit of snark on my part.


bugleyman wrote:
Captain Wacky wrote:
You are correct, I've lumped in a chaotic act in the evil category and was thinking in terms of extremes. I retract my previous statement.

Color me impressed, sir. *tips hat*

Apologies for the bit of snark on my part.

Accepted.

I'm not unreasonable. I wasn't trying too attack you, although i should've chosen better phrasing.

Also, unlike many (seemingly), my opinions are subject to change with the addition of new information.


Ross Byers wrote:
I'm not necessarily disagreeing, but it is worth noting here that ordinary people will never light up under detect evil or detect good.

Really? That's interesting. How does one define "ordinary" in this context?


bugleyman wrote:
Ross Byers wrote:
I'm not necessarily disagreeing, but it is worth noting here that ordinary people will never light up under detect evil or detect good.
Really? That's interesting. How does one define "ordinary" in this context?

I think you have to either be over 4th level or have a class tied directly to the divine in order for the Detect spells to work on you.

In many settings, the vast majority of people are NPC classes below 5th level.


Democratus wrote:

I think you have to either be over 4th level or have a class tied directly to the divine in order for the Detect spells to work on you.

In many settings, the vast majority of people are NPC classes below 5th level.

Wow, I totally missed that. Is that in the CRB or elsewhere (not that "elsewhere" is a problem -- I'd just like to read more about it).


bugleyman wrote:
Democratus wrote:

I think you have to either be over 4th level or have a class tied directly to the divine in order for the Detect spells to work on you.

In many settings, the vast majority of people are NPC classes below 5th level.

Wow, I totally missed that. Is that in the CRB or elsewhere (not that "elsewhere" is a problem -- I'd just like to read more about it).

Aligned creatures (1) with 4 or fewer hit dice register as an aura power of "none" for the Detect Evil/Good/Chaos/Law spells.

1 = other than undead, outsiders, and those with class levels in specific divine caster classes

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Good gets easier if death by heroism seems badass to you as a player.

Ex. A Paladin in my group transferred a Plane Shift being cast on our Archer (who was stunned for 6 rounds) to herself (via Paladin's Sacrifice), and got herself stuck on the Shadow Plane.


Jiggy wrote:
Mikaze wrote:
There was an excellent sidebar in Dark Roads and Golden Hells about the need to not reduce Good and Evil to two teams in different jerseys. Need to look that up again.

I've gotten the impression that a great many people already think that Good and Evil alignments really are nothing more than Team Celestial and Team Fiendish. Seems like most threads about paladins being disruptive (at least the threads I've seen) tend to be rooted in that.

Basically, they apply a double-standard to what "evil" means; their necromancer can be "evil" independently of whether he's a bad and dangerous person or not, but the paladin is required to behave as he would if "evil" always meant "bad and dangerous person", and then point at the result as being proof that "good" includes violent psychopaths.

The Paladin has always been based on the Chivalric Ideal..and guess what that was being a violent psychopath to the unworthy (anyone but other Christian Nobles, with some ideas about leaving non-combatants alone), and a hell of a lot of rules lawyering about 'well if I get my men to destroy the farmland, kill all the peasants and steal everything ever...it wasn't me doing it, so I am still the paragon of Knighthood I was when I decided to go on the 'all you can murder tour 1207', the code was based on moral absolutism, good is what god says it is, and boy did they like them some Deuteronomy.

Paladins are set up to come from a world of absolutes, detect evil =enemy detecting radar. The alignment system doesn't scan like that anymore, especially when we get into evil pcs (In my view LE is perfectly playable, if not very nice, NE is just being a selfish prick with a touch of the sociopath [so actually most murder hobos] LE is being a tyrant, and that isn't necessarily the worse choice to have in some situations, especially when dealing with world ending threats like the World Wound, or various Deamon Cults, someone who has zero compunction about doing what ever it takes will save lives, he wont be the guy you want around for dinner afterwards, and he wont most likely be your ally for very long, but is at least a team player. CE is however a no-no for me, violent insanity doesn't work very well.


MechE_ wrote:

Aligned creatures (1) with 4 or fewer hit dice register as an aura power of "none" for the Detect Evil/Good/Chaos/Law spells.

1 = other than undead, outsiders, and those with class levels in specific divine caster classes

Wow, that's embarrassing. :P

Thanks for the link.

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@Rob Godfrey - I'm talking about Pathfinder, not history. In Pathfinder, evil means a specific thing, and detecting it means you know something about that person.

Specifically, according to the Core Rulebook, if someone detects as evil then (again, in Pathfinder) you know they're the kind of person who hurts, oppresses, and kills others; whether they simply have no compassion for others and kill without qualms if doing so is convenient, or actively pursue evil, killing for sport or out of duty to some evil deity or master.

In-universe, that's what it means if someone detects as evil. That's the kind of person they are.

What I was saying in my post that you were attempting to reply to is that some folks make a (N)PC who is not that kind of person, but then writes "evil" on the sheet and tells the paladin's (or inquisitor's) player that they ping under detect evil.

What happens next (at least, what happens next in threads trying to prove how disruptive paladins are) is that the paladin player reacts to that person exactly the way any decent person would react to encountering someone that they knew beyond reasonable doubt to be someone who hurts, oppresses, and kills others; whether they simply have no compassion for others and kill without qualms if doing so is convenient, or actively pursue evil, killing for sport or out of duty to some evil deity or master. The exact reaction ranges from general distrust to outright violence depending on the situation, but it's what you would expect from someone who just discovered the above.

Then the person setting up the situation points and says "Look! He's treating me like I'm the kind of person who hurts, oppresses, and kills others; whether they simply have no compassion for others and kill without qualms if doing so is convenient, or actively pursue evil, killing for sport or out of duty to some evil deity or master, even though I'm not like that at all!"

They separate the word "evil" from Pathfinder's definition of it, put one on their sheet and the other into the paladin's code, and then label the paladin (or the alignment system) as being the problem, when really the problem is that they're applying rules selectively in order to fabricate a situation that would be impossible in-character.

Basically, if evil means what the CRB says it means, then the guy claiming to not deserve distrust from the paladin isn't actually evil and doesn't detect as such. If instead the guy can be "evil" without being those things, then the paladin wouldn't treat him like those things were true. Instead, certain folks inconsistently apply the alignment rules in an impossible paradox, then pretend they're not the ones who broke it.

And that is what I was saying in my post.

Silver Crusade

Anzyr wrote:

Evil is hard.

Evil has nothing to prop itself it up on. Good people need not make hard choices or necessary sacrifices. Good is easy, because it can avoid those all together by propping up it's position as the moral/ethical thing to do. When the going gets tough the Good get to quoting reasons they cannot or when they try and fail they still get to be "good".

Evil does. Want to bring order to the kingdom? Shame that there's people who disagree with you. Good might try to reason with them, but they will never remove the obstacles to peace and stability. Evil will. You can be a great person, but when the chips are down people need someone who *CAN*. And Evil has a lot less restrictions to work around and doesn't bother justifying itself. So you killed Baron Zulthar's whole family? Ya, you're evil. But you can't just use morals and ethics to solve that problem. No you had to work for it, put in some elbow grease and brain matter. But hey now his tax policies aren't making the disenfranchised whisper of rebellion.

Evil is hard.

That is utterly ridiculous. Good is hard. they make hard choices and necessary sacrifices. I'm sorry, youre wrong.


Jiggy wrote:

@Rob Godfrey - I'm talking about Pathfinder, not history. In Pathfinder, evil means a specific thing, and detecting it means you know something about that person.

Specifically, according to the Core Rulebook, if someone detects as evil then (again, in Pathfinder) you know they're the kind of person who hurts, oppresses, and kills others; whether they simply have no compassion for others and kill without qualms if doing so is convenient, or actively pursue evil, killing for sport or out of duty to some evil deity or master.

In-universe, that's what it means if someone detects as evil. That's the kind of person they are.

What I was saying in my post that you were attempting to reply to is that some folks make a (N)PC who is not that kind of person, but then writes "evil" on the sheet and tells the paladin's (or inquisitor's) player that they ping under detect evil.

What happens next (at least, what happens next in threads trying to prove how disruptive paladins are) is that the paladin player reacts to that person exactly the way any decent person would react to encountering someone that they knew beyond reasonable doubt to be someone who hurts, oppresses, and kills others; whether they simply have no compassion for others and kill without qualms if doing so is convenient, or actively pursue evil, killing for sport or out of duty to some evil deity or master. The exact reaction ranges from general distrust to outright violence depending on the situation, but it's what you would expect from someone who just discovered the above.

Then the person setting up the situation points and says "Look! He's treating me like I'm the kind of person who hurts, oppresses, and kills others; whether they simply have no compassion for others and kill without qualms if doing so is convenient, or actively pursue evil, killing for sport or out of duty to some evil deity or master, even though I'm not like that at all!"

They separate...

Yet the hurt, oppress and kills part applies to most characters, especially yo 'monstrous' enemies (I know demons/devils are different), with Orcs, goblins, Hobgoblins et al. being treated as walking loot pinata, without any checking into what is actually going on, or why, Necromancers getting wiped out because the value judgement that necromancy is of itself evil being made, with giant nations being blasted off the map for the sin of wanting people to stay off their land. By the actual rules of good, good people are incapable of doing most typical adventures. So that gets fudged, because 'the paladin spends 5 hours in intense negotiations with the 'monsters' to establish exactly what is the problem' is while actually viable for small groups all on the same page, not really all that fun in a standard environment.

However, if you play a little looser with the alignment system, it can be more fun, so hey for me that wins. Evil characters are brutal, callous and focused and sometimes sadistic...pretty perfect adventurers actually, even if playing it straight.

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What does any of that have to do with what I said? For that matter, what do you even think I said in the first place? In your own words, what exactly do you think my point was?


Jiggy wrote:
What does any of that have to do with what I said? For that matter, what do you even think I said in the first place? In your own words, what exactly do you think my point was?

Actually it's the fact that good is impossible to play right. Or rather such a burden that you would have to have pre agreement that all chars are good and basically a diplomatic negotiating team with teeth.

Evil can actually suffer the reverse problem (which is why I feel CE is not viable)once you get past tyrannical but effective to just plain psychopathic, the game falls apart. Hence Cheliax working, but the classic drow requiring a lot of divine intervention to not have made themselves extinct.

Classic evil character from history: Conquistadors in South America, classic Good Characters from history, Ghandi. Which does an adventuring party resemble more?


Jiggy wrote:
What does any of that have to do with what I said? For that matter, what do you even think I said in the first place? In your own words, what exactly do you think my point was?

That the arbitary game mechanic set is fine..which it really isn't, if you used the evil as laid out, every adventurer would be evil. Full stop.

Or rather to make it work, morality would have to be based on 'good is good because god says so' type morality.


I disagree, Rob. It certainly makes playing Good harder, but wasn't that the point of this thread?

I'd suggest (or re-suggest as one or more people made this statement upthread) that if we just recaliberate what we consider "normal" (as in, how we classify where most common folk fall in this Alignment system... which is actually Neutral), the game works fine. Good is hard to attain, and takes work, thoughtfulness, and sacrifice. If that doesn't sound fun for you, don't play Good.

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@Rob - No, that's not what I was saying. Heck, it's only even related to what I said insofar as my post and your impression of my post both mention alignment.

I mean, not that there's anything wrong with you simply stating your thoughts on alignment in general, but if that's what you're gonna do, it's probably best to leave the "Reply" button out of it so I don't try to read your thoughts in the context of my own like I would if you were actually replying to me.


Assuming the accuracy of history the Conquistadors would be lawfully neutral considering who they were wiping out, like the Incas and Aztecs. In Pathfinder it would be the equivalent of taking out an Orc colony.

Ghandi would be chaotic good, which is the best kind.


Eben TheQuiet wrote:

I disagree, Rob. It certainly makes playing Good harder, but wasn't that the point of this thread?

I'd suggest (or re-suggest as one or more people made this statement upthread) that if we just recaliberate what we consider "normal" (as in, how we classify where most common folk fall in this Alignment system... which is actually Neutral), the game works fine. Good is hard to attain, and takes work, thoughtfulness, and sacrifice. If that doesn't sound fun for you, don't play Good.

I don't. My Lord Of Darkness AP is quite fun however. Nothing wrong with the world that a few thousand crucifixions can't solve. *Muhahhahaha*

Going to try a good character for the first time in years next (short) campaign, just to prove a point that I *can* do it, I just don't like it very much.

Jiggy wrote:

@Rob - No, that's not what I was saying. Heck, it's only even related to what I said insofar as my post and your impression of my post both mention alignment.

I mean, not that there's anything wrong with you simply stating your thoughts on alignment in general, but if that's what you're gonna do, it's probably best to leave the "Reply" button out of it so I don't try to read your thoughts in the context of my own like I would if you were actually replying to me.

Then I was completely missing your point, for which I apologise.

Skullford wrote:

Assuming the accuracy of history the Conquistadors would be lawfully neutral considering who they were wiping out, like the Incas and Aztecs. In Pathfinder it would be the equivalent of taking out an Orc colony.

Ghandi would be chaotic good, which is the best kind.

No, they where evil, genocide and mass enslavement can never be good actions, the civilisations they where attacking where themselves evil, but when conditions for slaves where so bad that parents where mutilating their own children rather than have them taken to the mines...that is not neutral. The silver mines used mercury to purify the silver, the survival rate amongst people sent their was so horrific, the side affects or mercury exposure are unpleasant in the extreme.

It was evil vs evil, the Aztecs Sacrificed people to the gods, the Spanish sacrificed them to silver, that is pretty much the difference (And a few other things, tobacco and other unique cash crops, gold ofc..)

http://www.youtube.com/watch?v=rjhIzemLdos here is an ok short intro to the events of the conquest.

Silver Crusade

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Skullford wrote:
Assuming the accuracy of history the Conquistadors would be lawfully neutral considering who they were wiping out, like the Incas and Aztecs. In Pathfinder it would be the equivalent of taking out an Orc colony.

Oh hell no.

What the conquistadors did was abominable and inexcusable. Evil doesn't stop being evil because of who it's being aimed at.

You don't get to go on campaigns of genocide and terror and still call yourself good or neutral.


Mikaze wrote:
Skullford wrote:
Assuming the accuracy of history the Conquistadors would be lawfully neutral considering who they were wiping out, like the Incas and Aztecs. In Pathfinder it would be the equivalent of taking out an Orc colony.

Oh hell no.

What the conquistadors did was abominable and inexcusable. Evil doesn't stop being evil because of who it's being aimed at.

You don't get to go on campaigns of genocide and terror and still call yourself good or neutral.

This. Evil directed against Evil is not any less evil. I mean, hell, look at the Blood War.

Shadow Lodge

Jiggy wrote:
Basically, they apply a double-standard to what "evil" means; their necromancer can be "evil" independently of whether he's a bad and dangerous person or not, but the paladin is required to behave as he would if "evil" always meant "bad and dangerous person", and then point at the result as being proof that "good" includes violent psychopaths.

I think the problem here is that while the CRB definition is "an evil person is bad and dangerous," the use of [evil] magic to achieve good ends is poorly defined / hotly debated. Champions of Purity states "Characters using spells with the evil descriptor should consider themselves to be committing minor acts of evil, though using spells to create undead is an even more grievous act of evil that requires atonement." This is as far as I know the only evil act in PF that's officially defined by "god/the universe/the devs said so" rather than from the perspective of how these acts hurt sentient creatures. Unless the GM house-rules that dealing with undead mystically rots away your compassion, or that every time you animate a skeleton a child dies or an evil soul becomes a demon, it's perfectly possible to be a compassionate necromancer who makes personal sacrifices to help others, but is still evil.

bugleyman wrote:
Democratus wrote:

I think you have to either be over 4th level or have a class tied directly to the divine in order for the Detect spells to work on you.

In many settings, the vast majority of people are NPC classes below 5th level.

Wow, I totally missed that. Is that in the CRB or elsewhere (not that "elsewhere" is a problem -- I'd just like to read more about it).

Actually, while it's true that creatures of under 5 HD don't detect and it's often assumed that most people are under 5HD, Paizo's NPC guide has a lot of fairly ordinary folks as NPC classes 5th level or higher. The average guard is only level 3 and doesn't Detect, but a Tavern Champion or Grizzled Mercenary are level 5+, and an officer is a 6th level Aristocrat (9th level if they're a proper knight). A successful merchant and wise sage are 7th and 8th level experts. A shopkeeper is a 6th level commoner and even a barmaid is 5th level!

I don't know if Paizo is actually trying to break from the default 3E assumption that most of the population consists of 1st level commoners or they were just trying to differentiate between 10 levels of NPC classes. It's certainly against my intuitions (where someone with 5 levels, even in an NPC class, is a big deal on at least a local scale).

And even if Maria the kind-hearted barmaid doesn't Detect as good, a GM might still need to know if her ordinary level of goodness is enough to protect her from the Holy Smite the cleric cast on an area containing hostages - or if she's extra-vulnerable to the Unholy Blight the enemy cultist just casually tossed around.

So I do think it's worth discussing what a Good non-adventurer looks like.


In a reality where Necromancy is definitively Evil, why would a Good person pursue it as a career? Casting a necromancy spell every now and then because it's "necessary for the greater Good" or "the least bad solution in a terrible predicament" is one thing... becoming a "compassionate necromancer" seems to be something else altogether.


Eben TheQuiet wrote:
In a reality where Necromancy is definitively Evil, why would a Good person pursue it as a career? Casting a necromancy spell every now and then because it's "necessary for the greater Good" or "the least bad solution in a terrible predicament" is one thing... becoming a "compassionate necromancer" seems to be something else altogether.

It would really depend on the local views on the bodies of the dead, whether they are sacred relics, or empty shells the soul has no use for anymore, in the later case necromancy (for example making zombies to do hard labour like turning treadmills) wouldn't be 'evil' as long as said zombies remained under control.

I can however see deliberately creating more powerful undead, and allowing them to go uncontrolled as evil.


Weirdo wrote:


Actually, while it's true that creatures of under 5 HD don't detect and it's often assumed that most people are under 5HD, Paizo's NPC guide has a lot of fairly ordinary folks as NPC classes 5th level or higher. The average guard is only level 3 and doesn't Detect, but a Tavern Champion or Grizzled Mercenary are level 5+, and an officer is a...

I would guess that the NPC guide has higher level NPCs because it is pretty easy to whip up a 1st lvl commoner on your own.


Rob Godfrey wrote:
Eben TheQuiet wrote:
In a reality where Necromancy is definitively Evil, why would a Good person pursue it as a career? Casting a necromancy spell every now and then because it's "necessary for the greater Good" or "the least bad solution in a terrible predicament" is one thing... becoming a "compassionate necromancer" seems to be something else altogether.

It would really depend on the local views on the bodies of the dead, whether they are sacred relics, or empty shells the soul has no use for anymore, in the later case necromancy (for example making zombies to do hard labour like turning treadmills) wouldn't be 'evil' as long as said zombies remained under control.

I can however see deliberately creating more powerful undead, and allowing them to go uncontrolled as evil.

Not true. In the context of the reality Ross is discussing, necromancy is Evil. Full stop. How you use it doesn't change that fact.

Just like someone above said killing an innocent is Evil. Period. Killing an innocent for a greater good can be justified, but it's still an Evil act.

So I pose the question again... in a reality where Necromancy is definitively Evil, why would a Good person pursue it as a career?


Eben TheQuiet wrote:
Rob Godfrey wrote:
Eben TheQuiet wrote:
In a reality where Necromancy is definitively Evil, why would a Good person pursue it as a career? Casting a necromancy spell every now and then because it's "necessary for the greater Good" or "the least bad solution in a terrible predicament" is one thing... becoming a "compassionate necromancer" seems to be something else altogether.

It would really depend on the local views on the bodies of the dead, whether they are sacred relics, or empty shells the soul has no use for anymore, in the later case necromancy (for example making zombies to do hard labour like turning treadmills) wouldn't be 'evil' as long as said zombies remained under control.

I can however see deliberately creating more powerful undead, and allowing them to go uncontrolled as evil.

Not true. In the context of a reality (like we're discussing from the OP's perspective), necromancy is Evil. Full stop. How you use it doesn't change that fact.

Just like someone above said killing an innocent is Evil. Period. Killing an innocent for a greater good can be justified, but it's an Evil act.

So I pose the question again... in a reality where Necromancy is definitively Evil, why would a Good person pursue it as a career?

because their is alot more going on with the necromancy spell list than just undead creation. Indeed about the only way a none-divine caster has of neutralising undead rapidly (via command) are on the list. But that is very edge case, a bit grabbing at straws.

But it does get us back to my central point, Good in PF is good because the gods say so, which is fine if it was consistently applied, but it isn't.


Rob Godfrey wrote:
Eben TheQuiet wrote:
In a reality where Necromancy is definitively Evil, why would a Good person pursue it as a career? Casting a necromancy spell every now and then because it's "necessary for the greater Good" or "the least bad solution in a terrible predicament" is one thing... becoming a "compassionate necromancer" seems to be something else altogether.

It would really depend on the local views on the bodies of the dead, whether they are sacred relics, or empty shells the soul has no use for anymore, in the later case necromancy (for example making zombies to do hard labour like turning treadmills) wouldn't be 'evil' as long as said zombies remained under control.

I can however see deliberately creating more powerful undead, and allowing them to go uncontrolled as evil.

If you choose to house rule that creating undead is not evil, then yes, creating undead would not, of itself, be evil. Only the use that was made of it.

Under the current PF rules, creating undead is evil, whatever you do with them. Doing evil things with them would amplify the evil. Using them to do good would mitigate it, but the act itself is still evil.

If you don't like that, house rule it.


thejeff wrote:
Rob Godfrey wrote:
Eben TheQuiet wrote:
In a reality where Necromancy is definitively Evil, why would a Good person pursue it as a career? Casting a necromancy spell every now and then because it's "necessary for the greater Good" or "the least bad solution in a terrible predicament" is one thing... becoming a "compassionate necromancer" seems to be something else altogether.

It would really depend on the local views on the bodies of the dead, whether they are sacred relics, or empty shells the soul has no use for anymore, in the later case necromancy (for example making zombies to do hard labour like turning treadmills) wouldn't be 'evil' as long as said zombies remained under control.

I can however see deliberately creating more powerful undead, and allowing them to go uncontrolled as evil.

If you choose to house rule that creating undead is not evil, then yes, creating undead would not, of itself, be evil. Only the use that was made of it.

Under the current PF rules, creating undead is evil, whatever you do with them. Doing evil things with them would amplify the evil. Using them to do good would mitigate it, but the act itself is still evil.

If you don't like that, house rule it.

To be honest it has not come up, as a thought experiment it is interesting, but Summon Monster spells are just plain better than create undead, without the issues around it. Some necromancy spells are ofc devastating, but any arcan caster can get those anyway. Seriously..Ghoul or Huge elemental...let me think.

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Weirdo wrote:
Jiggy wrote:
Basically, they apply a double-standard to what "evil" means; their necromancer can be "evil" independently of whether he's a bad and dangerous person or not, but the paladin is required to behave as he would if "evil" always meant "bad and dangerous person", and then point at the result as being proof that "good" includes violent psychopaths.
I think the problem here is that while the CRB definition is "an evil person is bad and dangerous," the use of [evil] magic to achieve good ends is poorly defined / hotly debated. Champions of Purity states "Characters using spells with the evil descriptor should consider themselves to be committing minor acts of evil, though using spells to create undead is an even more grievous act of evil that requires atonement." This is as far as I know the only evil act in PF that's officially defined by "god/the universe/the devs said so" rather than from the perspective of how these acts hurt sentient creatures. Unless the GM house-rules that dealing with undead mystically rots away your compassion, or that every time you animate a skeleton a child dies or an evil soul becomes a demon, it's perfectly possible to be a compassionate necromancer who makes personal sacrifices to help others, but is still evil.

There's a couple of solutions to your dilemma.

Option #1: Houserule that there is no "inherent evil" in your campaign world; that is, if you're using anything (including necromancy) for ends that don't match the CRB's definition of evil, you're not doing evil. The important thing here is that if you do this, don't write "evil" on your sheet! Whatever you decide "evil" means, that's what detect evil detects. Consistency is the important thing.

Option #2: Accept that the way things work in the game world and the way any given player believes things work in the real world don't have to be the same. You take what the rules say, and apply them: creating undead is evil, and evil means XYZ, therefore creating undead shows that XYZ is true of you. You can find a way to justify this (like maybe that doing inherently evil things really does corrupt your very soul, or that someone who wasn't already evil wouldn't be choosing to animate the dead in the first place, or even "it's a game; get over it"), but the important thing is that you roleplay it consistently: don't do something that, in-universe, makes you XYZ and then not act XYZ and expect to be treated as not-XYZ. Again, consistency.

Ultimately, what really matters is that when someone (whether a paladin PC or a random NPC) detects your alignment, they're given the right information. If in your campaign evil is defined as X, then the GM shouldn't be announcing a detection ping (and you shouldn't be writing "evil" on your sheet) unless X is actually true of you.

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Mikaze wrote:
Skullford wrote:
Assuming the accuracy of history the Conquistadors would be lawfully neutral considering who they were wiping out, like the Incas and Aztecs. In Pathfinder it would be the equivalent of taking out an Orc colony.

Oh hell no.

What the conquistadors did was abominable and inexcusable. Evil doesn't stop being evil because of who it's being aimed at.

You don't get to go on campaigns of genocide and terror and still call yourself good or neutral.

Demanding that a room be LITERALLY set full of gold to ransom a king, GETTING that said roomful of gold, and executing the king anyway, has Pizarro did, is neither lawful, nor good, no matter how you slice it.


Primus Agnarok wrote:
Anzyr wrote:

Evil is hard.

Evil has nothing to prop itself it up on. Good people need not make hard choices or necessary sacrifices. Good is easy, because it can avoid those all together by propping up it's position as the moral/ethical thing to do. When the going gets tough the Good get to quoting reasons they cannot or when they try and fail they still get to be "good".

Evil does. Want to bring order to the kingdom? Shame that there's people who disagree with you. Good might try to reason with them, but they will never remove the obstacles to peace and stability. Evil will. You can be a great person, but when the chips are down people need someone who *CAN*. And Evil has a lot less restrictions to work around and doesn't bother justifying itself. So you killed Baron Zulthar's whole family? Ya, you're evil. But you can't just use morals and ethics to solve that problem. No you had to work for it, put in some elbow grease and brain matter. But hey now his tax policies aren't making the disenfranchised whisper of rebellion.

Evil is hard.

That is utterly ridiculous. Good is hard. they make hard choices and necessary sacrifices. I'm sorry, youre wrong.

Tell that to Baron Zulthar's whole family. When your Paladin can kill them all and not fall for having done what was necessary to prevent innocent lives from being lost, get back to me. Evil doesn't hesitate.


I can't tell if I'm supposed to be taking you seriously, Anzyr.


Hrm.. Yes and No. To some extent I'm just making the other side of the argument. But I do think that the truly heroic are willing to throw aside morals and ethics to accomplish their goals and I do not think those people meet the D&D definition of Good. Whether or not those who are willing to sacrifice several thousand innocents to save millions of innocents are Evil or Neutral is debatable I suppose, but I think in D&D terms they are probably on the deep end of the alignment pool. Those are the kinds of hard choices a Good character can and indeed must avoid by citing morals or ethics, at least if they want to stay Good.

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Anzyr wrote:
But I do think that the truly heroic are willing to throw aside morals and ethics to accomplish their goals and I do not think those people meet the D&D definition of Good.

How are you defining the "morals and ethics" that you think the truly heroic have to throw aside? What is it about throwing such things aside that fails to mesh with the "good" alignment? (Also, should I be paying attention to the fact that you said D&D and not Pathfinder? I imagine D&D's definition of the alignments has changed many times, and is also different from Pathfinder's, so perhaps you should cite which definition of good you believe the above would fail to meet.)

Quote:
Whether or not those who are willing to sacrifice several thousand innocents to save millions of innocents are Evil or Neutral is debatable I suppose, but I think in D&D terms they are probably on the deep end of the alignment pool. Those are the kinds of hard choices a Good character can and indeed must avoid by citing morals or ethics, at least if they want to stay Good.

Again, I can't speak for D&D (not familiar with their alignment definitions), but at least for Pathfinder, I don't see how "causing there to be as few innocent deaths as possible even if I'm treated as a monster forever after" fails to match up with Pathfinder's standard of "willing to make personal sacrifices to protect innocent life". Unless I'm misunderstanding your scenario, that sounds like the definition of "good" (again, in Pathfinder), not something good can't do.


Anzyr wrote:


Tell that to Baron Zulthar's whole family. When your Paladin can kill them all and not fall for having done what was necessary to prevent innocent lives from being lost, get back to me. Evil doesn't hesitate.

Why did you kill them? Were they really innocent? Was there another way? Could you perhaps have killed the Baron and exiled the family?

Or more generally, if your character has to kill innocents in order to do the good thing and that makes your paladin fall no matter what, then your GM is a jerk. He set the situation up. It's on his head.

It's as hard or as easy to be Good in PF as your GM makes it. Not only can he decide what actually makes someone good or evil (paladin's falling, evilmeter dinging, etc) but he gets to set up the moral choices for you. He can put you in world doing the right thing morally will always work out somehow. Or in one in which no good deed goes unpunished and everyone winds up either evil or dead. Or anywhere in between.


No, D&D is really kind of a stand in for the "objective morality system of D&D", which PF of course subscribes to. The big thing is when there is a hard choice that has to be made that *isn't* a personal sacrifice, like offing Baron Zulthar's family for the sake of the peace and stability of the region. The person who can do that when it is necessary is to me, much more heroic then the person who cannot.

As to your second point, this is the case in Pathfinder definitions as well, mostly because good can make "personal sacrifices" not sacrifices of other people. Also, since they protect innocent life, their damned either way by that definition.


Jiggy wrote:


Quote:
Whether or not those who are willing to sacrifice several thousand innocents to save millions of innocents are Evil or Neutral is debatable I suppose, but I think in D&D terms they are probably on the deep end of the alignment pool. Those are the kinds of hard choices a Good character can and indeed must avoid by citing morals or ethics, at least if they want to stay Good.
Again, I can't speak for D&D (not familiar with their alignment definitions), but at least for Pathfinder, I don't see how "causing there to be as few innocent deaths as possible even if I'm treated as a monster forever after" fails to match up with Pathfinder's standard of "willing to make personal sacrifices to protect innocent life". Unless I'm misunderstanding your scenario, that sounds like the definition of "good" (again, in Pathfinder), not something good can't do.

I think it's the sacrificing thousands of innocents part that's the problem. If they mistakenly think you're a monster, that's the kind of personal sacrifice that a good person would make. To actually do the murdering, in order to stop worse murdering is the evil part.


Anzyr wrote:
No, D&D is really kind of a stand in for the "objective morality system of D&D", which PF of course subscribes to. The big thing is when there is a hard choice that has to be made that *isn't* a personal sacrifice, like offing Baron Zulthar's family for the sake of the peace and stability of the region. The person who can do that when it is necessary is to me, much more heroic then the person who cannot.

In this case there is a difference between more heroic and more Good. A truly Good character would not accept sacrificing other innocent people. He would try to find a different way and, succeeding or failing, would be the paragon of Good.

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