Request: Make Playing Good Worthwhile


Pathfinder Society

4/5

4 people marked this as a favorite.

This is a request to 'Buff' the advantages to play 'Good' aligned characters.

PFS just seems to encourage Neutral characters. Between the dealing of 'questionable' deeds and the amount of bad guys using 'Nuke the Good' abilities. It doesn't really pay to play a 'Good' aligned character.
As a example, take a look at how many scenario's have Smite Good and Protection from Good abilities. Then take a look at the alignments of the players sitting down to play at a table. Usually the only good aligned players are Divine Casters for a good deity.

Grand Lodge 4/5 5/55/5 ***

PFS was founded on a more neutral (with good tendencies) basis more concerned with mostly archeological, sometimes questionable methods of recovering lost lore and items of power. While we have gotten a bit more political in the last couple seasons, it is still primarily a neutral organization. This far into the campaign it may not serve the community to make paradigm changes that could impact a large portion of the player-characters

Grand Lodge 5/5

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I think you're over estimating the number of scenarios with impactful anti-good abilities and tactics.

Dark Archive

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I have no strong feelings one way or the other.

Corpses screaming in the background as skeletons pry themselves from their fleshy abodes.

4/5

clearly players take Protection from Evil waaaay more than Protection from Good... hmmm...

5/5 5/55/55/5

What makes a man go neutral Kiff...

I'm fine with it. The society is not the harpers. No good deed goes unpunished

Silver Crusade 2/5

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My senior paladin got this feat in the early part of season five. It is extremely useful when the circumstance fits.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

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I do think it would be nice to feature more cases where being good instead of neutral is an advantage. Far too often neutral is the "hassle-free" alignment. Which in itself is fine, it's just that taking a stand for something (good, evil, chaos) should occasionally reward you for it.

That, and I really dig the shock value of Smite Good; it always makes players squirm. So we should entice them to be good first so there'll still be someone to smite :P

Silver Crusade 5/5

Lau Bannenberg wrote:

I do think it would be nice to feature more cases where being good instead of neutral is an advantage. Far too often neutral is the "hassle-free" alignment. Which in itself is fine, it's just that taking a stand for something (good, evil, chaos) should occasionally reward you for it.

That, and I really dig the shock value of Smite Good; it always makes players squirm. So we should entice them to be good first so there'll still be someone to smite :P

+1. The rare handful of times where an antipaladin or fiendish creature shows up have thus far been uneventful thanks to a table full of neutral characters at tables I've been at.

1/5

Actually I've found that my divine hunter paladin has been the BBEG killer in a lot of scenarios because of smite evil. The bad guys should be smiting good, or other anti good effects, right back to have a chance.

Liberty's Edge 5/5

2 people marked this as a favorite.
Starfinder Superscriber

Huh. Most (2/3ish or more) of my PFS characters are good. Because that's what I generally like to play. I've seen a lot of good characters who aren't clerics of divine deities.

It may be a regional/cultural thing. If people are viewing the game as more of a mechanical challenge, then, yeah, they'll choose the optimum alignment. (I also believe that most people I've seen choosing neutral alignments aren't doing so for mechanical reasons, but because that's the character they want to play. (Some choose "Chaotic Neutral" because they want to be evil but aren't allowed to....))

However, I would propose that there is a lot of benefit in viewing the game as a roleplaying game first, and a mechanical challenge second. Yes, your character has to be competent, but for the most part your character doesn't have to be perfectly optimized. Look at the calls for "Hard Mode". Look at how many scenarios get ROFLstomped by parties of character if there are just one or two hyper-optimized characters present.

Relax a little bit on worrying about choosing options that seem to be at a disadvantage in the scenario. As long as you don't choose really horrible ones (like a ranged character with no ranged feats), or if you don't choose too many at once, you'll almost certainly be fine. Pick things that fit who your character is rather than what's going to work best in combat.

At the end of all of which I mean to say: I don't think the scenarios need to change anything in terms of favoring good characters. That would only raise the hackles of those who don't want to be forced into being purely good. (Look at all the calls to allow evil characters, for instance-- which I oppose.) Be good because your character is good, not because you're going to get a bonus for it. Accept the burden that comes with being good. Have fun.


Something, something about playing Living characters in AP...

@ rknop, a bit less "target good", more "target all enemies regardless of alignment".

2/5

4 people marked this as a favorite.

In many scenarios the opposition should know they're up against Pathfinders and that the Society has a reputation for alignment neutrality. They really should have a "smite neutral" equivalent. Yeah, I know such has never existed in Pathfinder or its predecessors, but...

"In the name of a deity that gives a darn! I smite thee for thy wishywashiness!"

5/5 5/55/55/5

1 person marked this as a favorite.

Smite "meh" ?

Shadow Lodge 4/5

^Smite Impudence!

I've played every alignment. Most of my chars seem to be Neutral or Chaotic Neutral. It's those alignments I've found the most variable in their approach from situation to situation. Neutral is almost the "N/A" choice, a non-alignment, if you will. Druids are an exception though, since they approach neutrality dogmatically instead of uh, being wishywashy.

Grand Lodge 5/5

Just out of curiosity (LG 3, LN 1, NG 0, N 4, CG 3, CN 2). I'm about 50% good aligned with my characters. And there are at least a couple of mechanical situations throughout PFS play that I can think of where being good is advantageous (though generally fewer than being neutral).

That said Pathfinder Society is a True Nuetral organization, who often goes against evil organizations like the Aspis Consortium, so it makes sense that the opposing abilities most often are set to combat Good opponents.

(Not saying I necessarily disagree with the OPs premise though)

Shadow Lodge 4/5

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Honestly, having an alignment extreme *is* a handicap that's built into the system. There's nothing PFS can do to fix that, short of creating new content. But that's okay. Having strong moral/ethical leanings should be difficult, your character should be tested, they should endure some pain as a result of their choices, because it'll make their final reward all the sweeter.

Silver Crusade 4/5 5/55/55/55/5 ****

1 person marked this as a favorite.

Playing good is always worthwhile.


Matt2VK wrote:

This is a request to 'Buff' the advantages to play 'Good' aligned characters.

PFS just seems to encourage Neutral characters. Between the dealing of 'questionable' deeds and the amount of bad guys using 'Nuke the Good' abilities. It doesn't really pay to play a 'Good' aligned character.
As a example, take a look at how many scenario's have Smite Good and Protection from Good abilities. Then take a look at the alignments of the players sitting down to play at a table. Usually the only good aligned players are Divine Casters for a good deity.

If you think things are bad right now, you weren't here for the original crop of Andoran players. The supposedly "Good" "American" faction. In truth, there wasn't a greater horde of murderous thugs.

And quite frankly, the things you're referencing exist to make playing Good a challenge, as it should be.

2/5 *

I'd like it if more missions were good aligned. But I like the neutral or even slightly evil aligned missions as well (Race for the Runecarved Key), they all have their place.

But in all the PFS I've played, I haven't seen many cases where being good is punished. Being a Paladin can be tough in infiltration missions (as expected). But good? No.

I have a number of good characters, so I should know.

Grand Lodge 3/5

I prefer to play "good" aligned characters personally, but in the group I play with it is also the predominate alignment.

I also GM a lot of our scenarios and haven't seen an alignment biased slant to the game. In fact It seems that there are a fair number of "neutral" bad guys that don't care what your alignment is.

I wouldn't think there would be any need for any kind of "good" Buff.

5/5 5/55/55/5

Definitely needs to be an individual award because you can't stop the murderhobiing

Liberty's Edge 5/5

1 person marked this as a favorite.
Starfinder Superscriber
Muser wrote:
Neutral is almost the "N/A" choice, a non-alignment, if you will. Druids are an exception though, since they approach neutrality dogmatically instead of uh, being wishywashy.

It's sort of interesting how D&D has approached this over the years.

Sometimes you can see Neutral as a dogmatic "must be balanced!" sort of thing. The description of the petitioners on the Outlands (aka the plane of "Concordant Opposition") in Planescape was like this.

But, in D&D/4e, where the alignment system was made 1d instead of 2d, "Neutral" was replaced with "Nonaligned", making it very clear that it wasn't an aggro "YOU MUST BALANCE" but more of a "meh".

There's something to be said for both. Which, of course, points out that a 2d matrix for describing one's ethical convictions is insufficient. But, oh well. It just means that one shouldn't overinterpret a character's alignment. (AD&D/1e way overinterpreted a character's alignment, with full-on alignment languages, and a level and xp penalty for switching alignment-- for everybody, not just for vow-making zealots like Paladins or Monks.)

2/5

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BBEG: Unholy Blight!
Henchman: That hardly phased them, sir.
BBEG: Oh, no, Pathfinders! Bar the door!
Henchman: Barring, sir.
*slams & bars door*
*they gather up their valuables*
BBEG: Don't forget to drop a clue and equivalent compensation.
Henchman: ???
BBEG: Never mind.
*kills henchman, puts 'coded' note on body*
*exits*


1 person marked this as a favorite.
Matt2VK wrote:
It doesn't really pay to play a 'Good' aligned character.

In Pathfinder by default, and hence in PFS, "Good" is defined as selfless, giving, altruistic. It is never easier to be altruistic than not altruistic. Good should be harder. If it was just as safe, easy, and mechanically rewarded to play good as to play neutral, then it would be missing the point of the alignment.

5/5 5/5 *

I've seen what the OP means, but it's not too bad. It was probably worse with older scenarios - I remember a Season 0 or 1 where you go to a merchant to get information, and stumble upon him being shaken down by a bunch of mob enforcers. You then fight off the enforcers, save the merchant, and then are expected to rob the merchant; it outright says to reduce gold if they don't take the merchant's hidden box of gold. This kind of thing has gone away in later seasons (this specific situation has gone away in newer scenarios just by them untying gold rewards from an encounter from loot physically collected by the characters).
When it comes to how the scenarios and situations are written against a player's character creation choices, I've seen way more anti-lawful circumstances than I've seen anti-good circumstances.

When it comes to mechanical effects of alignment, I've seen a few fiendish templated creatures and no anti-paladins in any scenario (I think I've seen one in a module). I've seen Unholy Blight occasionally, but it's not super common.

I do find it very notable when I come across a scenario that breaks the above patterns, and they tend to be mostly some of the newer scenarios. This may be a side effect of the anti-murderhobo slant newer scenarios are taking, but I'm seeing a lot more situations where playing a character that is good or lawful or honest or honorable is actively rewarded by the scenario, mostly in the form of the "the players can roleplay past every encounter if they want to" scenarios.
There are two standout scenarios I can think of: 1) There's a season 5 scenario where the goal is to set off a nuke, and it turns out good-aligned characters are immune to it. 2) There's a season 6 scenario where to get part of the information you need to solve the main goal, you need to talk to a group of typically evil intelligent monstrous creatures. They will give you the information in exchange for gold or an unspecified favor to be redeemed post-scenario. I was playing a paladin, so there was no way I was owing "a favor" to these things. Half the table refused to pay gold (stuck in the "gold is exchanged for equipment only" mindset), so those of us paying had to pay more gold than we were meant to. On the chronicle sheet, there was a significant negative boon that was crossed off by paying the gold to the creatures. I was really glad I was playing my most hardliner character; most of my other good characters may have been willing to get outvoted in that situation.

Scarab Sages 4/5 5/55/5 *

Being the good guy allows the shining wayfinder to work. My cleric used his to detect evil and quickly determine who was the big bad guy in at least one scenario. So good alignments are advantageous sometimes.

4/5

2 people marked this as a favorite.

Evil has Infernal Healing and Good has Celestial Healing... I don't know what the big fuss is... lol...

5/5 *****

RocMeAsmodeus wrote:
Being the good guy allows the shining wayfinder to work. My cleric used his to detect evil and quickly determine who was the big bad guy in at least one scenario. So good alignments are advantageous sometimes.

I find that the 3 rounds you need to spend to identify the location of particular aura's makes in ineffective in a fight.

5/5 5/55/55/5

The protection from evil is the handier feature.

Shadow Lodge 4/5

I personally use it on evil doors.

Now you propably thinking "heh, an evil door", but wait! There's actually 2.

And an evil ladder!

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