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<blockquote data-quote="TheClone" data-source="post: 5521796" data-attributes="member: 90399"><p>First of all, I'd not use rules for this. I'd handle this by the reaction of the npcs towards the characters. If a good guy does evil things, he won't be hired to help the village. If an evil guy does something good, his evil friends will drop him. If the characters is doing a good thing sometimes and an evil thing another, people won't trust him to be responsible: "Saving my kids? No, it's okay. I'll come along. There was this druid guy who said he can help me. Thanks anyway."</p><p></p><p>If you still want rules: The base is to consider the alignment of the character when he is attempting to do something. The evil clerics will have difficulties talking nicely to the mayor. alignment may impose a penalty. If he is threatening the mayor, being evil helps. The second step is to keep track of the "out of alignment" actions of each character (5 times behaved good, 3 times chaotic evil). Those cause bonuses and penalties, too. The evil cleric has given coins to beggars twice and helped a kid getting his toy back from the mean neighbor kids? -3 to threatening the mayor. But +3 to talking him into sending some troops to help the next village defend itself against an orc raiding party. It not much more than the variant without rules, but you will have hard facts to rely on.</p><p></p><p>But if you have a group that isn't caring that much about alignments anyway and is not taking matters much seriously all that won't help but just cause trouble.</p></blockquote><p></p>
[QUOTE="TheClone, post: 5521796, member: 90399"] First of all, I'd not use rules for this. I'd handle this by the reaction of the npcs towards the characters. If a good guy does evil things, he won't be hired to help the village. If an evil guy does something good, his evil friends will drop him. If the characters is doing a good thing sometimes and an evil thing another, people won't trust him to be responsible: "Saving my kids? No, it's okay. I'll come along. There was this druid guy who said he can help me. Thanks anyway." If you still want rules: The base is to consider the alignment of the character when he is attempting to do something. The evil clerics will have difficulties talking nicely to the mayor. alignment may impose a penalty. If he is threatening the mayor, being evil helps. The second step is to keep track of the "out of alignment" actions of each character (5 times behaved good, 3 times chaotic evil). Those cause bonuses and penalties, too. The evil cleric has given coins to beggars twice and helped a kid getting his toy back from the mean neighbor kids? -3 to threatening the mayor. But +3 to talking him into sending some troops to help the next village defend itself against an orc raiding party. It not much more than the variant without rules, but you will have hard facts to rely on. But if you have a group that isn't caring that much about alignments anyway and is not taking matters much seriously all that won't help but just cause trouble. [/QUOTE]
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