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<blockquote data-quote="Spatzimaus" data-source="post: 2576544" data-attributes="member: 3051"><p>Well, there's a few suggestions I can make.</p><p></p><p>First, in the Story Hour forum, there's a good one called <a href="http://www.enworld.org/showthread.php?t=42423" target="_blank">Welcome to the Halmae</a>. The DM of that game made everything tied to four gods; each god has one season, one element, one alignment axis, etc. It's in post #20 in that thread. So, for instance, the goddess Alirria covers good alignments, the water element, and the springtime. This sounds almost exactly like what you're thinking of: Water=Good, Fire=Evil, Air=Chaos, Earth=Law. Just make it explicit, then; every spell or ability that currently affects an alignment is changed to affect an element.</p><p></p><p>So, take the core Paladin and the three UA variants (the CG, LE, and CE versions), and tie them to the elements by way of the alignments, keeping the code of conduct rules, etc. the same. Use the LG rules for Water, the CG for Air, the CE for Fire, and the LE for Earth, maybe. Replace the Detect and Smite abilities (and any alignment-specific spells) with element-specific ones (so Water paladins would get Detect Fire and Smite Fire, which work against any race that was native to the Fire plane), replace the disease abilities with... I'm not sure, maybe something similar to the hostile environment survival rules in the MotP (Planar Champion?).</p><p></p><p>Since the elements would correspond to your extreme alignments, you could stick the "nature" group in the center at True Neutral. If you want to make them less elemental in nature, just change all the elemental damage types they use to physical types. For example, let's take Call Lightning; they now get Call Thorns, which causes plants within an area (same size) to suddenly grow thorns and whip around violently, dealing 3d6 Piercing damage to anyone within that area; within a heavy forest or jungle, the damage increases to 3d10. All the rest is the same as the original spell. Same basic effects, different flavor.</p><p></p><p>-------------</p><p></p><p>I actually had to work out similar problems for my homebrew; there, we had it as six linked planes (Air, Earth, Fire, Water, Life, Death), with our world being the Life plane, and all magic was tied to an element. An elemental system actually works a lot better in many ways; normal D&D always seems to come down to Good vs. Evil, with players smiting anything that detects as evil, but if you link to elements, the players have to THINK. You can't just kill someone because he's Fire-native and you're Water-native, after all.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 2576544, member: 3051"] Well, there's a few suggestions I can make. First, in the Story Hour forum, there's a good one called [url=http://www.enworld.org/showthread.php?t=42423]Welcome to the Halmae[/url]. The DM of that game made everything tied to four gods; each god has one season, one element, one alignment axis, etc. It's in post #20 in that thread. So, for instance, the goddess Alirria covers good alignments, the water element, and the springtime. This sounds almost exactly like what you're thinking of: Water=Good, Fire=Evil, Air=Chaos, Earth=Law. Just make it explicit, then; every spell or ability that currently affects an alignment is changed to affect an element. So, take the core Paladin and the three UA variants (the CG, LE, and CE versions), and tie them to the elements by way of the alignments, keeping the code of conduct rules, etc. the same. Use the LG rules for Water, the CG for Air, the CE for Fire, and the LE for Earth, maybe. Replace the Detect and Smite abilities (and any alignment-specific spells) with element-specific ones (so Water paladins would get Detect Fire and Smite Fire, which work against any race that was native to the Fire plane), replace the disease abilities with... I'm not sure, maybe something similar to the hostile environment survival rules in the MotP (Planar Champion?). Since the elements would correspond to your extreme alignments, you could stick the "nature" group in the center at True Neutral. If you want to make them less elemental in nature, just change all the elemental damage types they use to physical types. For example, let's take Call Lightning; they now get Call Thorns, which causes plants within an area (same size) to suddenly grow thorns and whip around violently, dealing 3d6 Piercing damage to anyone within that area; within a heavy forest or jungle, the damage increases to 3d10. All the rest is the same as the original spell. Same basic effects, different flavor. ------------- I actually had to work out similar problems for my homebrew; there, we had it as six linked planes (Air, Earth, Fire, Water, Life, Death), with our world being the Life plane, and all magic was tied to an element. An elemental system actually works a lot better in many ways; normal D&D always seems to come down to Good vs. Evil, with players smiting anything that detects as evil, but if you link to elements, the players have to THINK. You can't just kill someone because he's Fire-native and you're Water-native, after all. [/QUOTE]
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