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<blockquote data-quote="I'm A Banana" data-source="post: 3202495" data-attributes="member: 2067"><p>Valid Alignment Complaint #66: Cast a spell, know your enemy.</p><p></p><p>While there's a million and one ways around that without ditching alignment, alignment does enable the battle lines to be pretty clearly drawn, which isn't always something you want from a campaign.</p><p></p><p>I rectify this in my own campaign by making alignment-as-a-force only available to divine spellcasters and outsiders and the like, and by making sure that Evil isn't nessecarily to be avoided. I don't punish my players for playing Evil characters, or for doing evil deeds. I may even reward them for it, in the right context. If that is who their character is, that is who it is, and some angel of good isn't going to come down and smite you next tuesday because of it. The only stricture I put on alignment is "you have to be able to get along in a party." Which doesn't even rule out some paladin/CE mass murderer party combos, if they're clever about it. </p><p></p><p>That, and detection spells and magic circle spells and the like work only against Outsiders and divine spellcasters and others with powerful auras of alignment energy. In general, this does not include commoners who just like to kick puppies (or even commoners who like to rape and kill little girls in the seedy alleyways of cities). </p><p></p><p>That way, I can keep the heroic feel of the game (yes, that Demon is Really Bad. So bad, you can cast a spell and *feel* his badness), while still keeping human interaction fairly important (your paladin can't tell just by looking at the CE mass murderer that he's CE, though he might be able to tell if he hangs out with you enough).</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3202495, member: 2067"] Valid Alignment Complaint #66: Cast a spell, know your enemy. While there's a million and one ways around that without ditching alignment, alignment does enable the battle lines to be pretty clearly drawn, which isn't always something you want from a campaign. I rectify this in my own campaign by making alignment-as-a-force only available to divine spellcasters and outsiders and the like, and by making sure that Evil isn't nessecarily to be avoided. I don't punish my players for playing Evil characters, or for doing evil deeds. I may even reward them for it, in the right context. If that is who their character is, that is who it is, and some angel of good isn't going to come down and smite you next tuesday because of it. The only stricture I put on alignment is "you have to be able to get along in a party." Which doesn't even rule out some paladin/CE mass murderer party combos, if they're clever about it. That, and detection spells and magic circle spells and the like work only against Outsiders and divine spellcasters and others with powerful auras of alignment energy. In general, this does not include commoners who just like to kick puppies (or even commoners who like to rape and kill little girls in the seedy alleyways of cities). That way, I can keep the heroic feel of the game (yes, that Demon is Really Bad. So bad, you can cast a spell and *feel* his badness), while still keeping human interaction fairly important (your paladin can't tell just by looking at the CE mass murderer that he's CE, though he might be able to tell if he hangs out with you enough). [/QUOTE]
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