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<blockquote data-quote="RHGreen" data-source="post: 5851014"><p>This is kind of what I was thinking when I wanted a more open social skill design.</p><p> </p><p>For a start off I hate alignments for reasons I'm sure more than enough people have written in the past.</p><p> </p><p>I also believe more in the carrot than the stick. Rather than have penalties for not doing something a player should be rewards for doing something.</p><p> </p><p>You could have all the usual alignments - Law - Chaos / Good - Evil. These could be societal skill groups.</p><p> </p><p>Honest Trait would come under Lawful. Perhaps Good also - but white lies would come under Good. When a woman asks you if their bum looks big in this - you could opt for Good (Diplomacy) = 'No of course it doesn't' or Lawful (Honest) 'No. Your bum makes your bum look big.'</p><p> </p><p>So with rewards you might have something like Good (Charity) and if you give money to the poor, and you are a Cleric, you might get extra healing. Or a fighter might get reputation increase - followers, heralds singing about them, etc.</p><p> </p><p>Choose Alignment grouped Traits. Mechanics reward them when they use them. Of course if they do the opposite they loose the benefits. Make the benefits too good too loose. A power gamer cleric would be handing out gold like a lunatic. Imagine it. A power gamer power roleplaying.</p></blockquote><p></p>
[QUOTE="RHGreen, post: 5851014"] This is kind of what I was thinking when I wanted a more open social skill design. For a start off I hate alignments for reasons I'm sure more than enough people have written in the past. I also believe more in the carrot than the stick. Rather than have penalties for not doing something a player should be rewards for doing something. You could have all the usual alignments - Law - Chaos / Good - Evil. These could be societal skill groups. Honest Trait would come under Lawful. Perhaps Good also - but white lies would come under Good. When a woman asks you if their bum looks big in this - you could opt for Good (Diplomacy) = 'No of course it doesn't' or Lawful (Honest) 'No. Your bum makes your bum look big.' So with rewards you might have something like Good (Charity) and if you give money to the poor, and you are a Cleric, you might get extra healing. Or a fighter might get reputation increase - followers, heralds singing about them, etc. Choose Alignment grouped Traits. Mechanics reward them when they use them. Of course if they do the opposite they loose the benefits. Make the benefits too good too loose. A power gamer cleric would be handing out gold like a lunatic. Imagine it. A power gamer power roleplaying. [/QUOTE]
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