I guess the simple summary of my points is that some standard would be nice, even though I know it is highly unlikely, and that rewards are just as important psychologically as punishments and shouldn't be overlooked for vague "edge" reasons on a scale that is already irrelevant because the numbers have no meaning.
How many innocent children can you kill per hour, compared to how many knives you can throw yourself before at the same time? How much money can you donate compared to how much you can steal?There are strictly "per rule" nothing that makes it easier to get evil points than good points. But in practice, it's far easier to perform an evil act rather than a good one with the same "strength".Easier to raze a house rather than building one, you know.
Why would it end up as relatively stable? Easy... Consider two actions "kill an innocent" and "save an innocent". Assume for now that they are exactly the opposite to each other. For simplicity, weight the actions as following, based on the character's alignment:Good: "Save" = 1, "Kill" = -5Neutral: "Save" = 3, "Save" = -3Evil: "Save" = 5, "Kill" = 1What does they have to do to ensure that they will not change their alignments?Good: 5 saves for 1 killNeutral: equal split between saves and killsEvil: 1 save for 5 killsSo... to remain good, you actually have to do a much higher proportions of good deeds?
While this does not address the "85% pure good, 15% pure evil"-weirdness, what it do address is the later "I can remain good by only playing neutral, in a completely linear system".
Look, your method and all. Go for it. People can complain later if they want to. But seriously consider handing out reward points as easily as penalty points so you don't just cheese everyone off by acting like some sort of RP police.
This is totally beside the point. When in this thread has anyone been talking about how much could possibly be done in a given time period? I will agree with what you are saying here as a concept, but it has no bearing at all on whether you as a DM decide it is easier to be Evil than Good and give out more Evil points for that reason.
Either an action is worthy of alignment points or it isn't, and the number of points given to a character should have nothing to do with that character's alignment's proximity to the end of an alignment axis or how much could have potentially been done in some hypothetical universe.
As such, the idea of "points" either way is flawed - alignments aren't totally objective, mechanical things. When you start going into "Oh, you fall one point in this direction for doing that!" you see which way leads madness.
Alignments do not exist. Instead, everyone is a varying shade of evil waiting to happen. nodnod Much like this thread.
I have very strong reasons to believe that the system should not be treated in a linear fashion, with arguments for that already being laid out earlier in the thread. And I see no reason to believe that it's not "getting harder the closer you approach the edges" until there is any sort of offical "this is so"-guideline.
In either case, I'm fully of the belief that this whole matter is blown out of proportions. You make it sound like I'm giving shifts right to left, up and down, based utterly on my own whims.
How do you determine that someone is close to the end of an axis? Or, for that matter, where they are at all on the axis beyond a vague notion because of a particular letter? I am seriously curious about this. Also, if the numbers don't matter because there is no real meaning to them, what difference does it make how many points a character gains for an alignment-shifting action? Your opinion is clearly that closer means less, but when the numbers are irrelevant why is the point value of an action important? I just don't understand that part.
If I play so that Jennara does something clearly Chaotic or Evil and I get a point for that, okay. Maybe it'll be a good reminder for me later, and, apparently, I had it coming. But if I play so that Jennara does Lawful and Good things, why not toss me a point that way now and then? It's a little, "Nice job." Not all the time; that would be weird, and it would get old and mean nothing, much like all the "Hey, DM, can I get a point of Chaotic for doing that thing to the guy" points. Would those "nice job" points mean as much as the ones I've already gotten? It depends on the situation, but I do know I would feel pretty good about having them.So, I guess, from that perspective, withholding a Good point because a Good character didn't do something Good enough is somewhat like not appreciating the player's effort to play the alignment. Unspoken praise is no praise at all. Why not go ahead and hit the guy donating a lot of money with a Good point and then noting that for later so you don't double up too soon? It's not any cheaper than begging for one after a quest from a DM, and makes the player feel good because someone bothered to notice.
Donations are relatively alignment free, it's the reasons behind them that tend to give it it's value. Donating in order to get a better standing or just in order to be able to call in a favor later? That doesn't sound the spirit of being good (but not necessary evil either).
"Hmmm... donating this large amount of sum to this family who had their house burned down is a good deed. But does it really warrant a shift, or is this perhaps a far too cheap way to literally buy one some more good points? I think I will temporary keep it away on the this-is-noted list and wait to see if something else can be combined with this one for a reasonable point."
In either case... your example of people who really should get good points, do get good points is just about what was already done before, is done now, and will be done in the future, unless one simply decides to never mess around with alignments anymore.