Difference between revisions of "Define Morality (sage ability)"
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It is suggested that if the DM feels that this is beyond their ability to give, it is suggested that the players as a group decide the answer, and that the DM then 'adjust' the campaign to empower that answer. Alternately, the DM could simply discontinue the use of this ability. | It is suggested that if the DM feels that this is beyond their ability to give, it is suggested that the players as a group decide the answer, and that the DM then 'adjust' the campaign to empower that answer. Alternately, the DM could simply discontinue the use of this ability. | ||
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+ | See [[Theology & Customs (sage field)]] |
Revision as of 23:42, 20 October 2023
Define morality is an amateur-status sage ability in the study of Gods which gives the character knowledge of whether a circumstance or action is right or wrong, offering clarity in situations where the character may be suffering from a dilemma.
The correct answer in these cases should be framed so as to offer the best possibility for the character's survival without causing ill will towards others. Inherent within the knowledge should be elements of character restraint, generosity, fortitude and patience . . . the character should not insist that the forthcoming answer require no effort or that it should provide instant gratification.
Balancing this, should the character pursue the course suggested (and the DM must propose this knowledge as a guideline and not an absolute list of required actions), the DM should be careful to balance moments in the campaign in the character's favor, allowing the character to avoid saving throws or gratuitous attacks from monsters who could reasonably choose to parley instead. Naturally, should the character behave immodestly in situations, such dangers should increase, indicative of the character 'falling by the wayside.'
Remember that the character must deliberately choose to be introspective in order to determine a moral answer; the player is also free, once the answer is given, to take whatever action they like. The DM must be prepared to give an answer that in no way serves the campaign or the player — but rather, the answer should reflect what would truly be the least selfish approach to the problem the character could adopt.
It is suggested that if the DM feels that this is beyond their ability to give, it is suggested that the players as a group decide the answer, and that the DM then 'adjust' the campaign to empower that answer. Alternately, the DM could simply discontinue the use of this ability.