ChuckDaRighteous wrote:I disagree with this. I've never played a campaign this way.
Many DMs don't run their games this way, but this is the way that "Good" is described in the core rulebooks.
If a character believes he is doing the right thing, his alignment wouldn't shift negatively, if he'd been tricked or misguided.
Perhaps not if they had been misguided or tricked. Intent obviously has to play some role. However, there has to be more to "Good" than "the belief that your actions are justified".
The character (if properly role played) may later feel the need for atonement, retribution, or a quest to undo his wrong upon finding out his hadn't been good but he'd still remain good.
To an extent, sure. Assuming they were tricked or misguided, that makes sense. And as I've said, it could be that Kore is misguided. Maybe that's part of the curse. But "misguided" still implies that he is wrong in doing what he is doing and that his actions can't rightfully be called "good". It might make is actions forgivable, but it does not make them good.
I suppose you could play it your way, but that would be more of something left up to the DM than an actual choice.
Actually, it isn't "my way". It's the way that "Good" is described in the core rule books. "Good" is not just an idea but an actual divine power in itself, independent of perceptions or opinions. But yes, it is up to the DM. The DM can decide that good and evil are perceptions rather than supernatural, independent forces just like he can decide that monks don't exist in his setting or that all elves are 9 foot tall, hairless and bright purple.
A comment I left in another thread might help explain this some more:
YardMeat wrote:HereÔÇÖs what I was looking for:
PHB p. 179 wrote:Divine Spells
Clerics, druids, experienced paladins, and experienced rangers can cast divine spells. Unlike arcane spells, divine spells draw power from a divine source. Clerics gain spell power from deities or from divine forces. The divine force of nature powers druid and ranger spells. The divine forces of law and good power paladin spells.
So ÔÇ£divine forcesÔÇØ are clearly something distinct from deities. Clerics may choose to serve an ideal rather than a god, and since it states here that their two sources of power are deities or divine forces, impersonal divine forces must be the source of power for non-theistic Clerics. And the ÔÇ£divine forces of law and goodÔÇØ that fuel paladin spells and abilities are something comparable to the ÔÇ£divine force of natureÔÇØ that powers druid and ranger abilities. That is, something impersonal, more like (pardon the comparison) the Force than a god. Like druids and rangers, paladins can certainly have deities, but they are not the source of their power.
There are two kinds of divine sources in D&D: deities and divine forces. I'm assuming that deities are personal while divine forces are impersonal forces, but I could be wrong there. Either way, divine forces of good and law exist in D&D (unless the DM decides to exclude them), meaning that good must be something distinct from simple opinion and perspective.
More to the point:
Player's Handbook wrote:Good and Evil are not philosophical concepts in the D&D game. They are forces that define the cosmos . . . good and evil are objective states, not just opinions.