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My "new" idea for dealing with alignment
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<blockquote data-quote="Tsyr" data-source="post: 415122" data-attributes="member: 354"><p>I don't have monks. Don't like the pseudo-oriental class for my pseudo-european world <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>As for paladins, I treat them a little different. Paladins are a chosen warrior of a god... Paladins basicly have no choice about what they are. You can't choose to be a paladin, anymore than you can really choose to NOT be one. As such, paladins can be of any lawful alignment. For a paladin to violate his alignment is a very Bad Thing... as in, wrath of god called down upon the player bad. But it's also going to be a rare thing... the gods don't often choose wrong. Thus, I tend to make sure ahead of time that a player wants to play a paladin, not a warrior with kewl powers.</p><p></p><p>As for letting them know what constitutes good and evil... *shrug*. I use a fairly consistant "simplified western" ideal of good and evil. Much like any generic fantasy world. Law and Chaos, while relevent, as much less important in the grand scheme of things... You aren't going to find many Chaos or Law swords in my world, for example. But basicly, they know more or less how I work already. Law basicly breaks down to honor, in my games. Not quite typical DnD "law", but I've made this clear to my players before. Thus, a "lawful" barbarian is quite possible... it's a barbarian from a tribe or culture that values honor highly. Klingons would be a mostly lawful society, for example. </p><p></p><p>And as for it limiting and hindering the character... FAR from it, IMHO. Exactly the oposite in fact. In fact, the main inspiration for this was a comment at my last session where a player said: "Well... Gracian WOULD do this, after all, he's just been cheated, he's a fairly tempermental sort, and he already suspects this merchant is in league with (big bad guy)... But it says "good" on his character sheet, so...". I don't want my players to try to roleplay a catch-phrase. I don't think alignment can always be pigeonholed into a nice little two-word phrase. I want them to roleplay the CHARACTER, and let their actions speak for themselves. I'm firmly in the "Alignment represents a characters actions, not guides them" camp.</p></blockquote><p></p>
[QUOTE="Tsyr, post: 415122, member: 354"] I don't have monks. Don't like the pseudo-oriental class for my pseudo-european world :) As for paladins, I treat them a little different. Paladins are a chosen warrior of a god... Paladins basicly have no choice about what they are. You can't choose to be a paladin, anymore than you can really choose to NOT be one. As such, paladins can be of any lawful alignment. For a paladin to violate his alignment is a very Bad Thing... as in, wrath of god called down upon the player bad. But it's also going to be a rare thing... the gods don't often choose wrong. Thus, I tend to make sure ahead of time that a player wants to play a paladin, not a warrior with kewl powers. As for letting them know what constitutes good and evil... *shrug*. I use a fairly consistant "simplified western" ideal of good and evil. Much like any generic fantasy world. Law and Chaos, while relevent, as much less important in the grand scheme of things... You aren't going to find many Chaos or Law swords in my world, for example. But basicly, they know more or less how I work already. Law basicly breaks down to honor, in my games. Not quite typical DnD "law", but I've made this clear to my players before. Thus, a "lawful" barbarian is quite possible... it's a barbarian from a tribe or culture that values honor highly. Klingons would be a mostly lawful society, for example. And as for it limiting and hindering the character... FAR from it, IMHO. Exactly the oposite in fact. In fact, the main inspiration for this was a comment at my last session where a player said: "Well... Gracian WOULD do this, after all, he's just been cheated, he's a fairly tempermental sort, and he already suspects this merchant is in league with (big bad guy)... But it says "good" on his character sheet, so...". I don't want my players to try to roleplay a catch-phrase. I don't think alignment can always be pigeonholed into a nice little two-word phrase. I want them to roleplay the CHARACTER, and let their actions speak for themselves. I'm firmly in the "Alignment represents a characters actions, not guides them" camp. [/QUOTE]
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