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<blockquote data-quote="Umbran" data-source="post: 2673683" data-attributes="member: 177"><p>Most folks here are pretty much on the money.</p><p></p><p>There's one thing in all this that I don't feel is an advance - the morality system. </p><p></p><p>Each character - normal human, vampire, werewolf, mage, it doesn't matter. Has some variation of a Morality trait, rated one to 10. Normal folks start at 7. 10 is the Bhudda, 1 is a deranges psychopath who feels no remorse for committing mass murder.</p><p></p><p>Each morality has a view of the universe that includes some form of sin agains the morality - like theft, murder, and so on. Each sin has a rating - if your character commits a sin that is rated as beign beneath them, they have to roll some dice (the number varies based un a few vactors - what the sin is, your character's Virtue, etc) to see if they lose a point of morality. If they do lose the point, they have to roll another set of dice to see if they pick up a "derangement" - in this system, the friction between how you behave and how you should behave is a source of mental illness.</p><p></p><p>The upshot - if a normal starting character steals a chapstik, they have a roughly three percent chance of developing clinical depression or some similar ailment.</p><p></p><p>It gets a bit worse when you interpret the rules strictly - as far as I can tell, the rule is that <em>every time</em> you commit a sin, you have to make the rolls. Note that whacking someone with intent to hurt them is a sin. Strictly speaking, if you're a normal joe, you're rolling each and every time you hit in combat, until such time as your morality slips low enough to allow you to do it with impunity. Combat may or may not be deadly physically, but it sure isn't healthy psychologically. </p><p></p><p>I generally don't like mechanics that inflict behavior changes upon characters. It goes against my sense that the PCs should have free will. At least in D&D, the behavior determines the alignment. In this system, the alignment is set, and if you deviate from it, your behavior tends to change (and you go nuts in the process). It leaves a bad taste in my mouth.</p></blockquote><p></p>
[QUOTE="Umbran, post: 2673683, member: 177"] Most folks here are pretty much on the money. There's one thing in all this that I don't feel is an advance - the morality system. Each character - normal human, vampire, werewolf, mage, it doesn't matter. Has some variation of a Morality trait, rated one to 10. Normal folks start at 7. 10 is the Bhudda, 1 is a deranges psychopath who feels no remorse for committing mass murder. Each morality has a view of the universe that includes some form of sin agains the morality - like theft, murder, and so on. Each sin has a rating - if your character commits a sin that is rated as beign beneath them, they have to roll some dice (the number varies based un a few vactors - what the sin is, your character's Virtue, etc) to see if they lose a point of morality. If they do lose the point, they have to roll another set of dice to see if they pick up a "derangement" - in this system, the friction between how you behave and how you should behave is a source of mental illness. The upshot - if a normal starting character steals a chapstik, they have a roughly three percent chance of developing clinical depression or some similar ailment. It gets a bit worse when you interpret the rules strictly - as far as I can tell, the rule is that [i]every time[/i] you commit a sin, you have to make the rolls. Note that whacking someone with intent to hurt them is a sin. Strictly speaking, if you're a normal joe, you're rolling each and every time you hit in combat, until such time as your morality slips low enough to allow you to do it with impunity. Combat may or may not be deadly physically, but it sure isn't healthy psychologically. I generally don't like mechanics that inflict behavior changes upon characters. It goes against my sense that the PCs should have free will. At least in D&D, the behavior determines the alignment. In this system, the alignment is set, and if you deviate from it, your behavior tends to change (and you go nuts in the process). It leaves a bad taste in my mouth. [/QUOTE]
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