catsclaw227 said:
For those of you that have taken out alignment from your D&D game, how do you handle the spells (detect, protection from, hallow, etc), class abilities (smites, etc), and magic item qualities (good, evil, etc) that rely on teh subsystem to work properly?
Simple answer: They don't exist.
Complex answer:
IMC, Good and Evil are more like a template qualifier than an actual alignment. Demons, Devils, and Really Bad People radiate the capital E-Evil that could be detected by such spells; Archons, holy churches, and Paladins radiate Good. Normal people do not, unless they are so pious or so utterly corrupt that there is no turning back. As such, the Detect [Whatever] spells become mostly moot, but Holy/Unholy weapons still get their kick against such beings with the [Good] and [Evil] templates. Same for all those other alignment-related spells.
Class abilities:
Smite Good/Evil becomes "Smite". It's generally assumed that a Paladin will use it on teh Evil, and since the highest percentage of potential foes fought are gonna be either Evil or Neutral, it becomes moot and the Paladin can Smite away. Same for the bad guys.
Magic Item Qualities:
Same as above; I don't generally like the axiomatic/whatever weapons to begin with, so I dropped them but may still use them as a one-time "uber-weapon" modifier. Bane and Holy/Unholy then become much more significant and meaningful (to me, at least).
All this aside, I strongly recommend using the Palladium alignment system over the D&D one any day. The concepts are similar, but the Palladium system is much more clearly fleshed out, giving examples of what someone of said alignment may or may not do in given situations.