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Alignment issues
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<blockquote data-quote="gizmo33" data-source="post: 3687796" data-attributes="member: 30001"><p>Well, the place to start is to figure out what mechanics your talking about. I didn't personally find it necessary to have alignment in order to control player behavior - players just did what they felt like doing whether they had alignments or not - all that happened was that we argued less about whether such and such an act was good because it didn't matter. It was a lot easier to say "Thor doesn't condone torture" than "torture is evil" because the first statement is about a character of the DMs, and that's my character, so I (and only I) say what he likes and doesn't like. Paladins in my campaign follow a deity's well defined ethos - rather than some vaguely defined concept.</p><p></p><p>As far as the other mechanical issues, it's a lot to get into here, but basically you can start by removing alignment. Then spells and effects are self-expalantory - a sword that is +2d6 damage against evil doesn't do anything because no one is evil. "But it's a fantasy world! Certainly evil exists in some form!" you may say. And so did I - which is the line of reasoning that eventually led to my house rules. I'm thinking I should publish my notes - although folks who are good at searching ENWorld could probably find my notes already because I already posted them as a thread.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 3687796, member: 30001"] Well, the place to start is to figure out what mechanics your talking about. I didn't personally find it necessary to have alignment in order to control player behavior - players just did what they felt like doing whether they had alignments or not - all that happened was that we argued less about whether such and such an act was good because it didn't matter. It was a lot easier to say "Thor doesn't condone torture" than "torture is evil" because the first statement is about a character of the DMs, and that's my character, so I (and only I) say what he likes and doesn't like. Paladins in my campaign follow a deity's well defined ethos - rather than some vaguely defined concept. As far as the other mechanical issues, it's a lot to get into here, but basically you can start by removing alignment. Then spells and effects are self-expalantory - a sword that is +2d6 damage against evil doesn't do anything because no one is evil. "But it's a fantasy world! Certainly evil exists in some form!" you may say. And so did I - which is the line of reasoning that eventually led to my house rules. I'm thinking I should publish my notes - although folks who are good at searching ENWorld could probably find my notes already because I already posted them as a thread. [/QUOTE]
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