Hoihe wrote: ↑Wed Mar 31, 2021 5:43 pm
People should remember that alignments are descriptive, not prescriptive.
I'd argue they are both, actually.
I looked up Alignment in the DMG for 3.5e, and found this under
Changing Alignments:
A character can have a change of heart that leads to the adoption of a different alignment. Alignments aren’t commitments, except in specific cases (such as for paladins and clerics). Player characters have free will, and their actions often dictate a change of alignment. Here are two examples of how a change of alignment can be handled.
• A player creates a new character, a rogue named Garrett. The player decides he wants Garrett to be neutral good and writes
that on Garrett’s character sheet. By the second playing session of Garrett’s career, however, it’s clear that the player isn’t playing Garrett as a good-aligned character at all. Garrett likes to steal minor valuables from others (although not his friends) and does not care about helping people or stopping evil. Garrett is a
neutral character, and the player made a mistake when declaring Garrett’s alignment because he hadn’t yet really decided how he wanted to play him. The DM tells the player to erase “good” on Garrett’s character sheet, making his alignment simply “neutral.” No big deal.
• An NPC traveling with the PCs is chaotic evil and is pretending to be otherwise because he was sent to spy on them and foil their plans. He has been evil all his life, and he has lived among others who acted as he did. As he fights alongside the goodaligned PC adventurers, however, he sees how they work together and help each other. He begins to envy them their camaraderie. Finally, he watches as the paladin PC gives his life to save not only his friends, but an entire town that was poised on the brink of destruction at the hands of an evil sorcerer. Everyone is deeply moved, including the evil NPC, and the town celebrates and honors the paladin’s self-sacrifice. The townfolk hail the adventurers as heroes. The NPC is so moved that he repents, casting aside his own evil ways (and his
mission). He becomes chaotic neutral, but he is well on his way to becoming chaotic good, particularly if he remains in the company of the PCs. If the PCs had not acted so gallantly, he might not have changed his ways. If they turn on the NPC when they learn of his past, he may turn back to evil.
Most characters incur no game penalty for changing alignment, but you should keep a few points in mind.
You’re [DMs] in Control: You control alignment changes, not the players. If a player says, “My neutral good character becomes chaotic good,” the appropriate response from you is “Prove it.” Actions dictate alignment, not statements of intent by players.
Alignment Change Is Gradual: Changes in alignment should not be drastic. Usually, a character changes alignment only one step at a time—from lawful evil to lawful neutral, for example, and not directly to neutral good. A character on her way to adopting another alignment might have other alignments during the
transition to the final alignment.
Time Requirements: Changing alignment usually takes time. Changes of heart are rarely sudden (although they can be). What you want to avoid is a player changing her character’s alignment to evil to use an evil artifact properly and then changing it right back when she’s done. Alignments aren’t garments you can take off and put on casually. Require an interval of at least a week of game time between alignment changes.
Indecisiveness Indicates Neutrality: Wishy-washy characters should just be neutral. If a character changes alignment over and over again during a campaign, what’s really happened is that the character hasn’t made a choice, and thus she is neutral.
Exceptions: There are exceptions to all of the above. For instance, it’s possible (although unlikely) that the most horrible neutral evil villain has a sudden and dramatic change of heart and immediately becomes neutral good.
And as well the Player's Handbook 3.5e:
ALIGNMENT
In the temple of Pelor is an ancient tome. When the temple recruits adventurers for its most sensitive and important quests, each one who wants to participate must kiss the book. Those who are evil in their hearts are blasted by holy power, and even those who are neither good nor evil are stunned. Only those who are good can kiss the tome without harm and are trusted with the temple’s most important work. Good and evil are not philosophical concepts in the D&D game. They are the forces that define the cosmos.
Devils in human guise stalk the land, tempting people toward evil. Holy clerics use the power of good to protect worshipers. Devotees of evil gods bring ruin on innocents to win the favor of their deities, while trusting that rewards await them in the afterlife. Crusading paladins fearlessly confront evildoers, knowing that
this short life is nothing worth clinging to. Warlords turn to whichever supernatural power will help them conquer, and proxies for good and evil gods promise rewards in return for the warlords’ oaths of obedience.
A creature’s general moral and personal attitudes are represented by its alignment: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, and chaotic evil. Choose an alignment for your character, using his or her race and class as a guide. Most player characters are good or neutral rather than evil. In general, evil alignments are for villains and monsters.
Alignment is a tool for developing your character’s identity. It is not a straitjacket for restricting your character. Each alignment represents a broad range of
personality types or personal philosophies, so two lawful good characters can still be quite different from each other. In addition, few people are completely consistent. A lawful good character may have a greedy streak that occasionally tempts him to take something or hoard something he has even if that’s not lawful or good behavior. People are also not consistent from day to day. A good character can lose his temper, a neutral character can be inspired to perform a noble act, and so on.
Choosing an alignment for your character means stating your intent to play that character a certain way. If your character acts in a way more appropriate to another alignment, the DM may decide that your character’s alignment has changed to match her actions.
Based on the two sources above, it would be my assumption that,
related to Hellfire Warlock and the OP, the DM Team at some point in time decided that
ONLY a Evil aligned PC would become a Hellfire Warlock. That to wield this power would either a) corrupt the soul of a Character towards Evil, or b) being Evil in soul is the point-of-access to such Hellish powers.
Since the DM Team cannot be there to support every single player's small Character change, storyline, alignment changing actions, etc., this must have seem like the best solution (at the time).
Regardless, core Source Books do not have the Evil req. for taking on the PrC, and thus it shouldn't be the case on BG
UNLESS the DMs see it fit to stand, based on "homebrew" changes.
But all the above should though through on how the designers of this
specific game—3.5e D&D—laid out the Rules behind aspects of role-playing Characters. An Alignment choice, by the Player at Character Creation, is for an "intent to play" the said Character under the descriptive elements of whatever alignment. It is not good sportsmanship to choose an alignment for your PC and then set out to play it with different attitudes, actions, concepts, philosophy that what is listed on the Character Sheet. That said, it is entirely possible AND SUPPORTED to have an alignment shift, but...it is a process.
FREE THE HELLFIRE WARLOCKS FROM THEIR EVIL SHACKLES!!! But also make Hellfire use punishable by Death in all civilized lands. Because as we've already gone through, even if you're PC is not Evil but utilizing Hellfire, they should be systematically shunned from society.