Celebrim said:But in most RPG's we can't spend alot of time quantifying mental anguish (we could but it would mean an entirely different sort of game).
Celebrim said:"than other alignments should be treated like this as well: LN character must obay ANY law, even those created by CE goverment"
I don't find that suprising, since moral relativism is the most commonly taught social code in modern Western civilization. Most people have a hard believing that anyone believes that there is anything that one should always do.
Kyramus said:I've recently come across a neutral character that has been doing many "possible" evil acts.
And he keeps using the "I'm neutral, I can do whatever I want" as an excuse.
So I established a pattern and if I consider it an evil act, I give him a point of evil.
10 points before he "reaches" the dark side, he would then have shifted One category to evil. IN this case Neutral becomes Neutral Evil.
Then keep going. Next phase would be to reach lawful evil (20 ponts), then chaotic evil (30 points).
To be come righteous again, he would need to start gaining good points. So good deeds that are geared towards the populace, NOT the pc's or NPC's that are with the party. And each evil point they have, they need 2 good points to expunge. So for them to come back from CE they need 60 good points.
Eventually they will start showing up in detect evil spells and if they ask, all I'm saying is, by your actions you have evil on your soul. It is up to you to do what you want with the character.
Then if they continue, eventually any npc that can cast detect evil will not trust him.
I have decided to add a reaction adjustment that affects any NPC interaction with the player. for every 5 points of evil, he gets a -1 reqaction penalty. so 1 evil point doesn't incur it until he reaches 5, then 10, then 15, then 20, then 25, then 30 for the max of -6.
This is more of a house rule thing, but I thought I'd share it with you guys.
Kyramus

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.