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(How) did you ditch alignment?
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<blockquote data-quote="ptolemy18" data-source="post: 1913953" data-attributes="member: 24970"><p>I haven't DMed a D&D campaign in awhile, but for my current campaign -- set in a really modified and weirded-out historical Egypt (yaay EGYPTIAN ADVENTURES!) -- I'm not using alignments.</p><p></p><p>I just decided that it was too impossible to rationalize anything like "realistic" politicking and human immorality using the conventional alignment system. Not that I'm being cynical -- I just didn't want to have to answer questions like "Is the Roman Empire good or evil?" I wanted to run a game where players fought for their religion & country (or just for themselves), not necessarily for "good" or "evil" in the abstract sense.</p><p></p><p>So far, it's going okay, although predictably a sort of split has developed between the "more good" and "more evil" player-characters. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>I *am* using spells like Detect Evil, but they only detect supernatural beings that are "obviously" evil (like demons), so they're not as useful. For spells like Holy Smite, on the other hand, I'm basically playing them like "Smite Enemy" or "Smite Heathen", so in a sense they're better than they are in an alignment-based system.</p><p></p><p>I'm not using the whole "alignment-based damage reduction" from 3.5... this has been the biggest rules obstacle to ditching alignments, actually. I wish they hadn't "hardwired" alignment into the weapon rules this way (although of course it was already hardwired in a lot of other places).</p><p></p><p>Jason</p></blockquote><p></p>
[QUOTE="ptolemy18, post: 1913953, member: 24970"] I haven't DMed a D&D campaign in awhile, but for my current campaign -- set in a really modified and weirded-out historical Egypt (yaay EGYPTIAN ADVENTURES!) -- I'm not using alignments. I just decided that it was too impossible to rationalize anything like "realistic" politicking and human immorality using the conventional alignment system. Not that I'm being cynical -- I just didn't want to have to answer questions like "Is the Roman Empire good or evil?" I wanted to run a game where players fought for their religion & country (or just for themselves), not necessarily for "good" or "evil" in the abstract sense. So far, it's going okay, although predictably a sort of split has developed between the "more good" and "more evil" player-characters. ;) I *am* using spells like Detect Evil, but they only detect supernatural beings that are "obviously" evil (like demons), so they're not as useful. For spells like Holy Smite, on the other hand, I'm basically playing them like "Smite Enemy" or "Smite Heathen", so in a sense they're better than they are in an alignment-based system. I'm not using the whole "alignment-based damage reduction" from 3.5... this has been the biggest rules obstacle to ditching alignments, actually. I wish they hadn't "hardwired" alignment into the weapon rules this way (although of course it was already hardwired in a lot of other places). Jason [/QUOTE]
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