Now, I've made a case going the other direction as well - but there's a good reason why Good people don't normally make poisons.
I totally disagree. You can cause A LOT of pain (with delayed effects) with:- 3rd degree burnings: fire spells, flamed weapons, acid burning and freeze burn that destroys skin and causes serious pains that last for days and can even cause infections if not treated. - Cutting "things" off: if you slice out a finger or an arm of a foe... causes loads of pain and it gets permanent damage both physical and psychological (always used in torture: fingers, tongues, ears, etc.)- Killing family/friends/memories: no need to comment on this one...- Controlling the mind (with spells for instance): although not physical damage... controlling the mind of others can cause permanent psychological damage and confusion that can end the life of one.These are examples of things that are, I guess without a doubt, at the same level of poison regarding capacity to support evil deeds (including torture).
Just think of the poisoncrafting skill as a small subset of everything that one can do using poisons.
They want to live safe happy lives away from the influence of the evils of the world, of which, poison is one.
I find plausible at all moral levels that a smart good aligned rogue uses poison as an add-in to its sneak weapon... so that not only he hits where it's most effective... but the hit itself produces an even more efficient result. If the foe gets weakened it's easier to run from it and shoot from afar for instance. It's smart, it works and it's for a good cause. Nothing else in the world gets harmed... only the evil foe.
Good aligned that use poison to weaken their enemies is a good deed (poison doesn't mean "evilness of slow torturing" but yet weakening/paralizing/incapacitating to more easily kill, which is not an evil paradigm I'd guess.
Remember that this world (Layo) is a different world from ours, and its morality scale not only doesn't match ours, but is rooted in a very different history. Whether or not the effects from surviving a fireball are physically comparable to the effects of some poisons means little in the face of a pervading (IC) belief that poisons are evil. Your character can of course attempt to change that pervading belief on whatever level he wishes, but it obviously won't be an easy task.Does this make sense? It's not that what you're saying isn't logical, it's that your character is living in a world whose morals and understanding of life do not always match those of earth (and our IG systems reflect this) and are not always based in sound logical reasoning.
You understand what I mean? Don't lock it mechanically, lock it RPingly.
E.g.: if my character extracts poison without anyone seeing it, carries it without nobody knowing it and uses it carefully, why shouldn't I be allowed?! Perhaps if someone spots her doing that can lead to interesting RP, but hey! It's for the best!
The thing is, just having an "RP lock" on poison is not going to be very effective in this setting. In a table-top, PnP setting it would be OK, because then the RP consequences can both be observed and enforced. Here, given the lack of a constant GM presence on every single character, it will not.All rationalization aside, poison in NWN is more of a mechanical benefit than it is an RP opportunity. Your idea to enforce the RP consequences is fine, but impractical. The community does not want the GM team hovering over them all the time watching for such things and bringing down consequences when they occur. The GM Team doesn't want to do this either.
This line of thinking is concerning to say the least. By extension, if your "Good" character commits an evil act that no one witnesses, are you suggesting we should just let that go until someone does? Just because it wasn't witnessed doesn't mean it didn't happen. Alignment is not a result of people seeing your actions but rather that your actions were made.
Alignment is about the means, not the ends.
I totally feel you on that sentiment, mate, as I don't much care for mechanical restrictions that don't make good sense IC. However, if this what you were really getting at from the beginning, I feel like we went down the wrong path of explanation, though maybe something useful was learned through all the prior posts anyway, so hey, all good. Yeah, I like to teach and learn.
For example, PC-1 decides that he can justify using poison for whatever reason despite his CG alignment, and goes about moving up the ranks (say, rank five) in poison-crafting. This PC-1 then attends a quest, and during that quests attempts to use a poison to deal with a situation. At the end of the quest, the GM awards the player with an evil alignment point, and the player responds with, "What the hey? I was doing a good deed!" The GM responds, "Poison and its use is considered evil, and therefore your character using it is an evil deed." PC-1: "Well, if it's an evil deed, why was I allowed to do all that poison crafting I did? Are you saying all that time I spent poison-crafting is for nothing because if I use poison my character will turn evil? That sucks." GM: "Um... no warning was given because a GM didn't notice what you were doing, and because there is an OOC notice on all of the poison equipment warning that use of poison is evil." PC-1: "Wow, this is really lame. Can I get those poison crafting levels turned into alchemy levels?" GM: "Um, no."I think you get the picture. The mechanical restriction is the best we can do given what we have to work with via the game engine itself and our limited manpower, as well as the fact that not all players "roll with it" when they are shown by staff to be RPing something incorrectly.
But where did my character commit an evil act? If she uses it to more easily kill foes (let's say, for example, trade route bandits) the deed is not evil. The common soul of the world might negatively judge the usage of poison but the deed it self is not evil (its means might be considered evil by others, but she doesn't, she sees it as just another tool). She didn't stab them and let them to suffer... she was going to kill them anyway (for self-defense inclusively) and this way they actually struggled less time.
I disagree. Alignment is about behavior and intention. As example, if you want to torture (behavior and intention) you're being non-good NO MATTER the means (fire, blades, poison, mind, etc) nor the result. But alone matters your behavior and intention on doing it.
Then... help me out here: Jinxy DOESN'T care about the result of the poison on her foes. Currently she is NG because she was innocently raised by her parents in a good environment. But her interest falls onto using the poison! She wants to be able to wield it as an addition to the tools she has available for her craftingations which is what by far matters the most... does that make her alignment shift to True Neutral?RPingly she is using poisons. And as long as her machinations and inventions (Goran alike) work wonderfully fine on their purposes she doesn't care about how her foes die (Shadon alike). Should I submit to change her alignment?Thanks for all the support!
but you are still expected to RP your existing alignment until such time as your shift was approved
One's actions should be the product of their alignment.
your case sounds like a misunderstanding or difference in rule philosophy rather than an IC change of heart.