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8 months ago ::
Nov 15, 2012 - 10:51PM
#1
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Date Joined:
Aug 23, 2007
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Alignment, and alignment restriction, are a controversial subject in our community. Some like Alignments, some don't.
However, that's not what this thread is about. This thread is about ways to implement alignment in a more integral way without tying it to mechanics.
I've felt that alignment is often ignored, even in groups that use it. I feel this is a shame, as it can give a game a lot of extra depth.
So I've come up with an idea of how to incorporate alignment more firmly in your game without tying it to mechanics.
First you ascribe a set number of qualities to each axis of alignment.
Then have your players choose an alignment. From the axes of that alignment allow them to pick a number of qualities from the available pool with the rule that they must have at least one from each axis.
So for example, you have a player that chooses to be CG. You tell them to pick 4 qualities from the list of Good and Chaotic qualities. The player chooses Capricious, Honest, Generous, and Empathetic. 3 Good qualities and 1 Chaotic one.
As an additional option you could allow them to pick from any of the qualities, and allow them to play with it. For example, a character could be Avaricious (Evil), Diligent (Lawful), Friendly (Good), and Eccentric (Chaotic).
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8 months ago ::
Nov 15, 2012 - 10:58PM
#2
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Date Joined:
Aug 28, 2005
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I'm not sure that I understand what this is intended to accomplish. Why would anybody that doesn't already want to use alignment change their mind about it for this?
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8 months ago ::
Nov 15, 2012 - 11:02PM
#3
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Date Joined:
Aug 23, 2007
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I'm not sure that I understand what this is intended to accomplish. Why would anybody that doesn't already want to use alignment change their mind about it for this?
They wouldn't. It's a hypothetical of how to get people that don't mind alignment to like it. Also a way to give it actual meaning without tying it to mechanics, which is not popular as far as I can see.
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8 months ago ::
Nov 15, 2012 - 11:25PM
#4
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Date Joined:
Nov 17, 2003
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As long as the game does not have a bunch of spells, character abilities, monster abilities, and magic items that are specifically tied to alignment, I could care less what the game says about alignment. It isn't a problem for me if a couple classes have some throw-away line about having to be some alignment that is rediculously easy to ignore, it is the Protection from Good, Detect Evil, Holy Sword, blah, blah, cascading mechanics that is the problem.
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8 months ago ::
Nov 15, 2012 - 11:28PM
#5
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Date Joined:
Aug 23, 2007
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Duly noted, my monocular friend.
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8 months ago ::
Nov 16, 2012 - 12:41AM
#6
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Date Joined:
Feb 20, 2012
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Alignment is so easily ignorable because alignment is meaningless. It claims it's a universal description of ethics and morality but doesn't reflect either real experience or thought, and since they tried watering it down to go in every setting it doesn't reflect anything about most of the worlds either.
It wouldn't have to be this way if they were to rewrite it, but that's unfortunately very unlikely to happen.
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8 months ago ::
Nov 16, 2012 - 1:12AM
#7
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As long as the game does not have a bunch of spells, character abilities, monster abilities, and magic items that are specifically tied to alignment, I could care less what the game says about alignment. It isn't a problem for me if a couple classes have some throw-away line about having to be some alignment that is rediculously easy to ignore, it is the Protection from Good, Detect Evil, Holy Sword, blah, blah, cascading mechanics that is the problem.
Not completely fitting this description, but there are already a few instances that apply to "fiends"(which now applies to both demons and devils, not just devils anymore) and undead. Protection From Evil and Holy Avenger come to mind. What if I wanted to make a fiendish type character? Is every loving cleric going to be especially adept against me just because they consider me a bad guy? Very un-Dude. Oh, yeah. Mace of Disruption, too.
I really dislike good vs. evil mechanics. I feel alignment does a poor job of quantifying a character's morality, as it seems to suggest an absolute. Good people do bad things and bad people do good things. It's a matter of context and motive, and I feel alignment does nothing to aid that. In fact, it hinders it completely.
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8 months ago ::
Nov 16, 2012 - 1:25AM
#8
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Date Joined:
Aug 23, 2007
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As usual The Wizards Community can't stay on topic. Seriously, the only person that was even close was Alraune. You can have this thread.
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8 months ago ::
Nov 16, 2012 - 4:16AM
#9
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Date Joined:
Jun 21, 2012
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This kind of reminds me of White Wolf's nature and demeanor. I've always liked that concept and often apply it to D&D characters just as a conceptual tool. The nature and demeanor lists would be a good mine for ideas here.
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8 months ago ::
Nov 16, 2012 - 4:44AM
#10
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Date Joined:
Jun 21, 2012
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There's also no reason why alignments in the absolute cosmic sense couldn't continue to exist because there are creatures that are evil/good/lawful/chaotic in the absolute sense. Outsiders and stuff, but also things like automatons and such. I agree that people don't and I usually take alignment to be an expression of tendency rather than absolute alignment. The suggestion here would be a nice way of differentiating between creatures that are archetypally evil and creatures that just have evil tendencies. And everywhere in between.
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