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Alignment Issues!
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<blockquote data-quote="Ainamacar" data-source="post: 5776011" data-attributes="member: 70709"><p>You really nailed this post.</p><p></p><p>I like that Neutral is like glass: transparent unless there's nothing else to see.</p><p></p><p>----</p><p></p><p>I think that there should be no required mechanical interactions with alignment. With respect to the Detect Spells I can think of 3 distinct options to define how they relate to alignment, which might serve in most campaigns.</p><p></p><p>1) They don't exist. Done and done.</p><p>2) Traditional, detecting evil creatures and effects.</p><p>3) Compromise, detecting only current evil actions, states, or thoughts.</p><p></p><p>For games with stark moral contrasts traditional might be just fine. For games with Grey-and-Grey morality, or where no one wants to deal with it, getting rid of them is also perfect. For people who like the themes of alignment but hate the headaches the compromise might work.</p><p></p><p>In my opinion an evil artifact might still show up all the time in the compromise setting, but you avoid every creature walking around with a neon alignment sign. This really simplifies issues in infiltration or betrayal plots, to say nothing of paladins using Detect Evil to justify playing whack-a-mole with random people on the street. When evil creatures do good things, detect good sees it. And vice versa.</p><p></p><p>I think it's reasonable that a vicious murderer eying his victim in the crowd could be detected, but the same guy grabbing a bagel at his local coffee shop could not. And if he knows the PCs are after him, sometimes the best thing to do is think about his favorite puppy.</p></blockquote><p></p>
[QUOTE="Ainamacar, post: 5776011, member: 70709"] You really nailed this post. I like that Neutral is like glass: transparent unless there's nothing else to see. ---- I think that there should be no required mechanical interactions with alignment. With respect to the Detect Spells I can think of 3 distinct options to define how they relate to alignment, which might serve in most campaigns. 1) They don't exist. Done and done. 2) Traditional, detecting evil creatures and effects. 3) Compromise, detecting only current evil actions, states, or thoughts. For games with stark moral contrasts traditional might be just fine. For games with Grey-and-Grey morality, or where no one wants to deal with it, getting rid of them is also perfect. For people who like the themes of alignment but hate the headaches the compromise might work. In my opinion an evil artifact might still show up all the time in the compromise setting, but you avoid every creature walking around with a neon alignment sign. This really simplifies issues in infiltration or betrayal plots, to say nothing of paladins using Detect Evil to justify playing whack-a-mole with random people on the street. When evil creatures do good things, detect good sees it. And vice versa. I think it's reasonable that a vicious murderer eying his victim in the crowd could be detected, but the same guy grabbing a bagel at his local coffee shop could not. And if he knows the PCs are after him, sometimes the best thing to do is think about his favorite puppy. [/QUOTE]
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