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<blockquote data-quote="Mallus" data-source="post: 373810" data-attributes="member: 3887"><p><strong>Can't live with them....</strong></p><p></p><p>...don't have to live without them, anymore. </p><p></p><p>I think with 3rd edition, where alignments seems a lot more descriptive than proscriptive, my problems with the alignment system have pretty much disappeared. The biggest problem I had with the prior takes on alignment where that the mechanics of the game punished characters for personality/worldview changes, even if said changes made perfect sense in light of their experiences --I guess I'm thinking way back to 1st edition here.</p><p></p><p>A character could go from a farmboy to mighty Knight of the Realm, but never have a change of heart? I want my players to react as if they existed in a dynamic and living world.</p><p></p><p>So I use a the classic nine alignments. This does pose a problem in terms of aligned spells and such, but I like to deal with that on a case by case basis. A loose interpretation of the rules has worked so far...</p><p></p><p>Also, I'm more than a little puzzled by the comment implying Chaotic means one thinks the ends justify the means. I've always taken that as an aspect of Lawful {Neutral or Evil}. The classic example would be a police sate rights. The goal of maintaining a stable society outweigh the rights of individual citizens to express themsleves freely.</p></blockquote><p></p>
[QUOTE="Mallus, post: 373810, member: 3887"] [b]Can't live with them....[/b] ...don't have to live without them, anymore. I think with 3rd edition, where alignments seems a lot more descriptive than proscriptive, my problems with the alignment system have pretty much disappeared. The biggest problem I had with the prior takes on alignment where that the mechanics of the game punished characters for personality/worldview changes, even if said changes made perfect sense in light of their experiences --I guess I'm thinking way back to 1st edition here. A character could go from a farmboy to mighty Knight of the Realm, but never have a change of heart? I want my players to react as if they existed in a dynamic and living world. So I use a the classic nine alignments. This does pose a problem in terms of aligned spells and such, but I like to deal with that on a case by case basis. A loose interpretation of the rules has worked so far... Also, I'm more than a little puzzled by the comment implying Chaotic means one thinks the ends justify the means. I've always taken that as an aspect of Lawful {Neutral or Evil}. The classic example would be a police sate rights. The goal of maintaining a stable society outweigh the rights of individual citizens to express themsleves freely. [/QUOTE]
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