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Alignment - the simple way

MerricB

Eternal Optimist
Supporter
At the beginning of the game, get the players to write their alignments on their character sheets.

When alignment-depended spells or abilities get used against them, or they need certain alignments to enter prestige classes, look at their character sheets to see what they've written there.

Between sessions (or adventures, depending on your style of play), they may change their alignment, assuming it doesn't break any of the restrictions they have for classes and the like. (Classes generally have rules for what happens when this happens, anyway).

Ta Da! The D&D alignment system!

Please note that this alignment system makes no reference to actual character behaviour. Instead, it actually represents the forces of the multiverse that the character has chosen to align themselves with.

It thus is a useful game mechanic without actually interfering with the play of the character to any great extent.

There are times when I think the D&D designers approach alignment in this way... and I'm not entirely sure that it's a bad way to go.

Cheers!
 

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Not a terrible idea. So if a person is "aligned" to the forces of Neutrality and thos of Good. When he acts in a manner not according with those are there any retributions to be found, maybe not in game mechanics such as an XP penalty, but maybe the ire of his lord?


The Seraph of Earth and Stone
 


Stone Angel said:
Not a terrible idea. So if a person is "aligned" to the forces of Neutrality and thos of Good. When he acts in a manner not according with those are there any retributions to be found, maybe not in game mechanics such as an XP penalty, but maybe the ire of his lord?

Depends how you want to do it, really.

The simple solution is: No repercussions.

The more involved solution just depends on what you want to do.

:)

For many campaigns, the concept of "alignment" isn't really that relevant. You're there to have fun. However, aligning yourselves with various forces makes various spells interesting, so you go just that far... regardless of how you actually act.

Of course, if you have a Lawful Good mass-murderer in the group, you might suggest that character's alignment be changed to something more... evil.

Cheers!
 



After I read this the second time, I had a thought perhaps the changing alignment may represent those forces competing for that character. But then maybe you get into the whole "my own destiny" thing


The Seraph of Earth and Stone
 

Stone Angel said:
After I read this the second time, I had a thought perhaps the changing alignment may represent those forces competing for that character. But then maybe you get into the whole "my own destiny" thing

The thing is, alignment can be used as a tool, or a restriction.

Generally I try to use it as a tool.

However, there are people out there who think it's great as a restriction. No problem there.

You then get into debates over what it actually represents. :)

Cheers!
 

Here's how I handle it:

The players start the campaign with certain alignments written on their character sheets.

They get to act as they choose during the game sessions.

Between the sessions, I change (if needed) their alignments to match their actions.

Simple.
 

I have all the players write their alignments on the character sheet at the beginning of the campaign. I explain that their true alignment is the way they behave, and it may be changed if need be. Then I never worry about alignment again.

works for me!
 

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