Yeah, very different. If you're looking for something like 'leave', it's here (though there's another option if you're looking to add some keyboard commands, too)
@Miniman You would be astounded and saddened deeply at the number of people who think an evil alignment on your victim justifies evil actions on your part, but especially in the case of evil outsiders who are 'by definition not an ethical concern'.
So I was recently participating in a Pathfinder Society game. Our ship was attacked and boarded by pirates. First thing that happened was one of our party cast sleep, and succeeded in putting four of the pirates to sleep. Pirate 5 was killed, and six was dazed. Several players were rather gleeful...
@Lord_Gareth In the case of evil outsiders, there's very little you can do to them that's evil. Every moment you interact with them is a reprieve from their hellish existences in the Abyss/Nine Hells.
in any event @BESW why'd you quote the pirate thing? I thought my answer contained correct moral reasoning....
Anyway @Miniman, the point here is that while the Lower Planes are very firmly dominated by evil, maliciousness, and hostile terrain there's quite a bit of ability to simply live there, even mostly undisturbed.
And even if that wasn't the case, it doesn't justify violating a sapient being's basic rights to respect, dignity, and freedom from pain and mistreatment
In any event Miniman, I should possibly provide context for this
See, awhile back I designed a PrC that represented an order of fiend-hunters. They did not hunt fiends to remove evil from the world, though that was the justification they gave to others
No, they bound the souls of these fiends into rusty iron shards and then used those shards to create magical effects, enchantments on weapons and armor, and wards for areas.
And if you could read minds, or speak telepathically? You could hear the shards. Screaming in pain. Sobbing. Begging for the death that never comes, gibbering in a thousand tongues to get away, to run while you can still save yourself from the horror that has become their life.
If you can free the things they come out with permanent mental damage, stripped of their alignment subtypes and minus about four levels
And probably spend several thousand years recovering
Care to guess what the reaction to this was, @Miniman?
@doppelgreener Not just my group! Oh no, that might have been fine. I've long ago accepted that I DM for a small group of exceptionally talkative lungfish rather than creatures capable of human reasoning.
God no, I published that on a homebrew forum and immediately got three pages of complaining that the alignment requirement on the PrC was 'any evil' because their actions were "clearly good aligned"
@Lord_Gareth It's the same as computer games, really. In their heart of hearts, players want to slaughter every villager they meet for 1 xp and half a copper piece.
@BESW Wait, what? BioShock broke the mold - by giving players an explicit choice between killing and not killing, they made people assume that there was a 'good' consequence for not killing. I don't know any players who killed the Little Sisters on their first playthrough.
I remember being shocked and appalled playing Ultima VII, back in the day, when NPCs would actually object when you opened random containers in their house and looted them.
You would end up in jail!
Well, there weren't that many consequences to it other than having to pick the lock and escape, but still.
In any event @Miniman, one of the things I like to do is ask ethical questions in games I run, even in alignment-based games. With sufficient twisting - and ignoring everything the authors have ever said about it - alignment makes a good springboard for some very interesting conflicts.
Especially when you realize that 'evil' and 'ethically wrong' are not the same, and neither are 'good' and 'ethically correct'
@Miniman [eyebrow] BioShock is a 2007 game. Black & White is a 2001 game on which the entire crux of the gameplay turned on the player's choices; BioShock's morality system was skewed drastically toward saving the Little Sisters because of the rewards for doing so, making it really no choice at all--and narratively the only impact it had was an anaemic "different cutscene" ending.
@Miniman But your average person cannot tell the difference and gets thrown for a serious loop when they encounter a situation where the good-aligned action is also the morally wrong action.
Its true explorations lie not in the killing, but in the living: it's a deconstruction of the gamer's trained unquestioning obedience to the questgiver.
@Lord_Gareth Now that's an interesting perspective. D&D alignment as a system of ethics rather than a system of morality? That actually deals with a lot of the problems in it.
@lisardggY There is no 'hence' the raeg. The raeg is eternal, without beginning or end. Certain topics simply focus it from a background presence into a coherent presence that darkens the world with Its malice
@BESW In Dishonored, killing is usually the easy option. But apparently makes the plague effects worse. I went for the harder, more moral option... I didn't succeed in a zero bodycount, but it wasn't far off. Even the targets to be eliminated usually had a non-lethal option. Branding the High Inquisitor for excommunication was very satisfying...
Many people believe that the monk has balance issues (and is underpowered) in 3.5e and Pathfinder. The goal of this question is not to debate that point but to see what changes the Monk has undergone relative to other classes in 5e.
Has 5th edition fixed the major perceived problems of the Monk ...
Objection! According to gentleman law as laid down by Johnathan Strange, when asked, "Could you kill a man by magic?" - "I suppose a magician might, but a gentleman never could."
Your spell cannot be a gentleman's weapon and implodes due to conflicting parameters
@Miniman A gentleman will walk, but never run. Always face his opponent, never stab in the back. And always - always! - attempt to melt their face with a bolt of dripping sulfuric acid.