Venport
First Post
I don't like the current mechanics behind alignment how do you think I could change it?
I want a low level evil charter to be able to fool a low level party or even a mid level one… Spells like detect evil prevent this especially if you have a paladin the party that detects evil at will… I don't know how your player perceive evil but mine kill it no matter what. And honestly it shouldn't work this way… Here is what I want to try and do… Keep all alignments it helps with charter goals.
1like eberron suggests) gods have better things to do then watch all their clerics and make sure they are being good. (unless they do something on an epic scale)
2: no detect evil spell.. I plan on giving Paladins something else in that place but not sure yet
3: Change paladins Smite ability make it so they can smite anything that has hurt an comrade or themselves (kind of like divine vengeance)
4: Clerics will have detect energy type on their spell list instead of detect evil and detect undead this will tell them if a creature is powered by positive or negative energy
5: no holy and unholy swords… this are just so powerful in most campaigns you will fight CE NE LE and N that 1 out of 4 that will not be affected by these kinds of weapon
This is just as start… any ideas on what else would need to be changed? Is there a better way to approach this change?
I want a low level evil charter to be able to fool a low level party or even a mid level one… Spells like detect evil prevent this especially if you have a paladin the party that detects evil at will… I don't know how your player perceive evil but mine kill it no matter what. And honestly it shouldn't work this way… Here is what I want to try and do… Keep all alignments it helps with charter goals.
1like eberron suggests) gods have better things to do then watch all their clerics and make sure they are being good. (unless they do something on an epic scale)
2: no detect evil spell.. I plan on giving Paladins something else in that place but not sure yet
3: Change paladins Smite ability make it so they can smite anything that has hurt an comrade or themselves (kind of like divine vengeance)
4: Clerics will have detect energy type on their spell list instead of detect evil and detect undead this will tell them if a creature is powered by positive or negative energy
5: no holy and unholy swords… this are just so powerful in most campaigns you will fight CE NE LE and N that 1 out of 4 that will not be affected by these kinds of weapon
This is just as start… any ideas on what else would need to be changed? Is there a better way to approach this change?