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Evil with a Capital "E"
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<blockquote data-quote="trix" data-source="post: 256895" data-attributes="member: 5337"><p><strong>...</strong></p><p></p><p>This is actually quite good.</p><p></p><p>Absolute Evil and malice become two distinctly different things.</p><p>(Kinda like 0 and 0.00000001).</p><p></p><p>It makes it easier for 'e'vil to exist in society. It gives a good reason why 'E'vil isnt wondering the streets, and uses 'e'vil minions to do its bidding. It makes the alignment issue more distinct, but not resolved.</p><p></p><p>Are goblins good or neutral ?</p><p></p><p><strong>Creatures are "Evil" with a capital E if they are one of the following: outsiders from an evil plane, evil undead, clerics who have the evil domain, or those who have been lured by and/or pursued the favor of evil gods.</strong></p><p></p><p>So all undead, evil aligned clerics, and 'tainted' individuals (ie: marked / vassels through which Evil may easily manifest itself, etc) become clearly Evil.</p><p></p><p><strong>Creatures who are "evil" with a small e if they are generally selfish, hateful, nasty guys who tend to kill or hurt others for their own pleasure and benefit.</strong></p><p></p><p>So goblins are Good, with conflicting values with the rest of civilisation (which is what i'd expect it to be, unless the goblins are 'tainted' [ie: warlock/bad shamen whatever]).</p><p></p><p><strong>Basically, this would mean that Paladins and good-aligned clerics would be somewhat limited, but the upside is that alignment will become more of a roleplaying tool and less of a game mechanic limitation.</strong></p><p></p><p>Well, it would be appropriate to have the G/N/E calculated. Your character is good, unless you are tainted - in which case you're evil. If a player decides 'N', then s/he should give a darn good reason for it. (For this reason, true druids are rare?) This would also mean that its a triangle, not a linear drift between alignments.</p><p></p><p>Law / Neutral / Chaos is a bit easier to roleplay if one must.</p><p></p><p>-Tim</p></blockquote><p></p>
[QUOTE="trix, post: 256895, member: 5337"] [b]...[/b] This is actually quite good. Absolute Evil and malice become two distinctly different things. (Kinda like 0 and 0.00000001). It makes it easier for 'e'vil to exist in society. It gives a good reason why 'E'vil isnt wondering the streets, and uses 'e'vil minions to do its bidding. It makes the alignment issue more distinct, but not resolved. Are goblins good or neutral ? [B]Creatures are "Evil" with a capital E if they are one of the following: outsiders from an evil plane, evil undead, clerics who have the evil domain, or those who have been lured by and/or pursued the favor of evil gods.[/B] So all undead, evil aligned clerics, and 'tainted' individuals (ie: marked / vassels through which Evil may easily manifest itself, etc) become clearly Evil. [B]Creatures who are "evil" with a small e if they are generally selfish, hateful, nasty guys who tend to kill or hurt others for their own pleasure and benefit.[/B] So goblins are Good, with conflicting values with the rest of civilisation (which is what i'd expect it to be, unless the goblins are 'tainted' [ie: warlock/bad shamen whatever]). [B]Basically, this would mean that Paladins and good-aligned clerics would be somewhat limited, but the upside is that alignment will become more of a roleplaying tool and less of a game mechanic limitation.[/B] Well, it would be appropriate to have the G/N/E calculated. Your character is good, unless you are tainted - in which case you're evil. If a player decides 'N', then s/he should give a darn good reason for it. (For this reason, true druids are rare?) This would also mean that its a triangle, not a linear drift between alignments. Law / Neutral / Chaos is a bit easier to roleplay if one must. -Tim [/QUOTE]
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