Also - alignment has not always been as huge a thing as it was turned into in 3E. In fact, good and evil had nothing to do with alignment. 2E brought in the other axis and its use of CN and CE was vastly different from 3E's.
I started playing in 2e, but I have heard about the days of yore when there was only Law and Chaos.
Personally, I'm quite happy to kill a sacred cow once in awhile and was excited to hear that alignment had been kneecapped. Alas, I was hoping it would have been gutted and tossed on the scrap pile rather than kept around like a three-legged dog. I too think adding mechanical restraints for alignment back into the game is a step backwards.
I agree with you about keeping alignment around as a pathetic three-legged dog. I'd love to ask a 4e designer, 'if alignment has no impact on the game whatsoever why'd you waste page space to describe it?' 4e alignment is a completely metagame non-issue; it doesn't even help role play. I mean really, DMs and players don't need five blurbs about G/LG/U/E/CE in order for PCs and NPCs to call their enemies evil and their friends good guys. That's one of the oldest and most basic ways to fight someone; just call them the bad guy!
JBeatnik said:
The problem is his brother, who plays Noble, Almost-paladins that have retarded abnormal honor codes. He picked up the Dragonborn, and read the text that they where honorable, and now he wont attack unarmed enemies, yells out for enemies to fight him honorably (wont EVER try stealth or sneaking around) and basically is a menace to the entire party.
Thanks for taking the time to give my work a read!
Ooh, that's a bad situation. I advise against leaving it to your players to resolve; most likely that'll just lead to bad blood. Have you taken the dragonborn player aside and said 'look dude, your character is acting retarded and if he doesn't find a reason to smarten up soon, he's going to die by friend or by foe.'?
Zinovia said:
I did not read all of your book, but I liked the descriptions of the alignments. I think that some of the actual powers are unbalanced. I expect some of my players will choose to be good and some will be unaligned (evil isn't an option for PC's in this particular campaign). Why should a heal do so much more just because you are healing another good character? Surge + Wis + Cha for good, 1/2 surge for unaligned, and 1 hp for Evil? That's quite a big range. Likewise I think any spell that grants an extra d6 of damage vs unaligned foes is powerful since most everything is unaligned. Perhaps that one corresponds to an existing cleric power though.
Thanks for your support. As to balancing powers, I tried not to create too big of a range with their effects across the alignments, but it was hard to do with the powers that only healed or only did damage. There shouldn't be any powers that deal extra damage dice to Unaligned foes (or any particular alignment), so that must be a typo. Do you remember which power that was?
In response to all those who ask me 'why are alignment mechanics so important?' I offer this. In real life, there is no alignment. As an agnostic/atheist/non-believer/whatever, I realize that morality is subjective. Sure, most people will agree that extreme actions like killing another human for sport is evil but that doesn't really mean that it is evil. In the real world anyone can call themselves a hero or a good guy, but again it's purely subjective. I live in a real world that is solid through and through, so when I play an rpg I want there to be something different about it. When I play a hero or one of my players does, I want there to be a higher power backing him/her up when they claim the title of 'holy' or 'hero' or 'good guy'. I want that Good guy character to actually have to earn that designation through a broad and easily acceptable range of Good actions. And I want the Good designation to come with some kind of recognition and benefits, because in real life there are none. I like morality to mean something more than "I'm king of the hill!" and "meanie, meanie, you're a weanie!"