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Deal Breakers - Or woah, that is just too much
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<blockquote data-quote="The Crimson Binome" data-source="post: 6819065" data-attributes="member: 6775031"><p>A barbarian who becomes lawful would lose the ability to rage, and a monk who becomes non-lawful cannot gain further monk levels (in 3.5, at least).</p><p></p><p>That's just alignment, though. It's <em>way</em> easier to violate a religious code than it is to fall <em>so far</em> that your alignment changes. You can straight-up <em>murder</em> an innocent person, and it won't swing your alignment from good <em>if</em> you have a good reason and then feel bad about it afterward. By contrast, it's <em>easy</em> for a paladin to wind up in a no-win situation. </p><p></p><p>In 3.x, you <em>could</em> play a divine caster who didn't follow a particular deity, but it required buy-in from your DM. At the very least, the DM would need to include such a possibility when designing the world, and some settings explicitly <em>didn't</em> allow that workaround because divine magic was tied strictly to the church structure. The same was true of 2E, where the DM <em>could</em> include philosophies rather than deities in their campaign worlds, though it wasn't formally acknowledged and codified until some of the later books. </p><p></p><p>As much wiggle room as they try to put into the rules, it's always going to be an exception rather than the expectation, because of the way campaign settings traditionally have worked. That might change, someday, if someone creates a popular setting which uses that option.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6819065, member: 6775031"] A barbarian who becomes lawful would lose the ability to rage, and a monk who becomes non-lawful cannot gain further monk levels (in 3.5, at least). That's just alignment, though. It's [I]way[/I] easier to violate a religious code than it is to fall [I]so far[/I] that your alignment changes. You can straight-up [I]murder[/I] an innocent person, and it won't swing your alignment from good [I]if[/I] you have a good reason and then feel bad about it afterward. By contrast, it's [I]easy[/I] for a paladin to wind up in a no-win situation. In 3.x, you [I]could[/I] play a divine caster who didn't follow a particular deity, but it required buy-in from your DM. At the very least, the DM would need to include such a possibility when designing the world, and some settings explicitly [I]didn't[/I] allow that workaround because divine magic was tied strictly to the church structure. The same was true of 2E, where the DM [I]could[/I] include philosophies rather than deities in their campaign worlds, though it wasn't formally acknowledged and codified until some of the later books. As much wiggle room as they try to put into the rules, it's always going to be an exception rather than the expectation, because of the way campaign settings traditionally have worked. That might change, someday, if someone creates a popular setting which uses that option. [/QUOTE]
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