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Switch to Forum Live View Should Alignment Restrictions exist in D&D
7 months ago  ::  Nov 13, 2012 - 11:47AM #1
NightsLastHero
Date Joined: Feb 22, 2012
Posts: 968
Okay look down below for the poll since I messed it up. (Never use code generator...doing things by hand is the only way. Lesson Learned.) And thanks to wrecan for setting up the poll.
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7 months ago  ::  Nov 13, 2012 - 11:47AM #2
wrecan
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Date Joined: Jun 23, 2005
Posts: 17,727
Here's a poll:
 By the way, the poll will remain open until the end of the year.
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7 months ago  ::  Nov 13, 2012 - 11:49AM #3
NightsLastHero
Date Joined: Feb 22, 2012
Posts: 968
Yeah Stupid generator generated garbage instead of an actual poll.
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7 months ago  ::  Nov 13, 2012 - 11:53AM #4
wrecan
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Hold on.  I'll make you a poll and post it in my first reply...
 
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7 months ago  ::  Nov 13, 2012 - 11:59AM #5
Mand12
Date Joined: Jun 17, 2010
Posts: 17,070
I'm confused as to why you made this poll as you agreed in the other thread that the game should support multiple options of playing and not just one.  And that even after doing so, you still claim that alignment restrictions should exist.
D&D Next = D&D:  Quantum Edition
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7 months ago  ::  Nov 13, 2012 - 12:02PM #6
SteeleButterfly
Date Joined: Nov 19, 2007
Posts: 740
That being said, I could see suggestions for some alignment restrictions for those who want them but might not have a clue what "traditionally" went where. A sort of

Paladin [description here]
Suggested alignment: Lawful or Lawful Good, or per Deity

Monk [description here]
Suggested alignment: Lawful

etc, where otherwise in the rules (perhaps where alignment is discussed in the first place) it can say that the base game doesn't use alignments, but gives a good description for alignments for those who choose to use them.
In memory of wrecan and his Unearthed Wrecana.

5e should strongly stay away from "I don't like it, so you can't have it either."
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7 months ago  ::  Nov 13, 2012 - 12:03PM #7
NightsLastHero
Date Joined: Feb 22, 2012
Posts: 968

Nov 13, 2012 -- 11:59AM, Mand12 wrote:

I'm confused as to why you made this poll as you agreed in the other thread that the game should support multiple options of playing and not just one.  And that even after doing so, you still claim that alignment restrictions should exist.




Doesn't prohibit me from making a poll to see what other people think. 


I.e. if the poll gets to 80% red I'll concede hands down that Alignment restrictions should be removed, until then I'll maintain that certain classes should have alignment restrictions.  

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7 months ago  ::  Nov 13, 2012 - 12:05PM #8
Quasadu
Date Joined: May 24, 2012
Posts: 373
I said yes, but I feel that I should qualify my Yes answer with "Yes, so long as removing them has no impact on the rest of the game"

I think that classes can and should have alignment restrictions - monks are lawful, paladins are lawful good, druids are true neutral, rangers are good, etc. I also think that any DM who decides to cast away those restrictions should be able to do it without any more work than just saying it.

There are a handful of abilities and spells which I think are ok to restrict by alignment, such as command (or rebuke) undead, but in general I think alignment restrictions on abilities should be very few and far between and, again, so easy to remove that all you have to do is say it.

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7 months ago  ::  Nov 13, 2012 - 12:05PM #9
Mand12
Date Joined: Jun 17, 2010
Posts: 17,070

Nov 13, 2012 -- 12:03PM, NightsLastHero wrote:

Nov 13, 2012 -- 11:59AM, Mand12 wrote:

I'm confused as to why you made this poll as you agreed in the other thread that the game should support multiple options of playing and not just one.  And that even after doing so, you still claim that alignment restrictions should exist.




Doesn't prohibit me from making a poll to see what other people think. 


I.e. if the poll gets to 80% red I'll concede hands down that Alignment restrictions should be removed, until then I'll maintain that certain classes should have alignment restrictions.  



The majority isn't always right.  Even if it was 80% blue, it'd still be wrong to implement alignment restrictions.

D&D Next = D&D:  Quantum Edition
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7 months ago  ::  Nov 13, 2012 - 12:08PM #10
mellored
Date Joined: Jul 8, 2008
Posts: 19,507

Nov 13, 2012 -- 12:02PM, SteeleButterfly wrote:

Paladin [description here]
Suggested alignment: Lawful or Lawful Good, or per Deity

Monk [description here]
Suggested alignment: Lawful




I've no issue with suggested alignments.

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F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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