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Recommend Alternative Alignment Systems
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<blockquote data-quote="conanb" data-source="post: 1801509" data-attributes="member: 17930"><p>I think that if you are going to be running a D&D game you are going to have to address the basic double axis alignment system they have set up. You either do that or look at doing adjustments to classes, skills, spells,etc. Not that that isn't possible, but a bit on the large project side. It's also crossing into the "game design" area where you have more of a chance of unbalancing things as you go. </p><p></p><p>The simple change in how you track alignment is what your looking at. I was thinking more of an up and down pool similar to experience with points earned through your actions in game. You can start out at certain points, but after that your actions in game are going to shift that alignment. It's going to change how magic, items, gods, etc. are going to react to you. I didn't want to redesign the whole system just change the dynamic of alignment in game and make it more fluid. As it is, there aren't really any good rules for when your alignment shifts other than as a DM saying "Ok. That's it. You've been acting Chaotic evil all session. You're Chaotic Evil." To which you usually have a player respond "But I'm 'X' Class! I'll lose all my powers!" Et Cetera.</p><p></p><p>It's an argument that all DM's go through. There just aren't easy rules on when a player shifts (excuse the Star Wars reference but it's the most Apropos) to the dark side. I was just trying to setup a system both my players and I could agree on and allow us to see the gradual shift in a person’s alignment. It also allowed for a lot more grays. You had one person that was maybe a little more good than another, instead of 2 people that both registered as good according to the spell. Instead of Detect Good showing “He’s Good Aligned” you’d get “He has a mild good aura” to “He’s Radiating Good.” Etc. The numbered gradations allow a lot more flexibility in alignment, as well as players to adjust their alignment to their in game personality.</p></blockquote><p></p>
[QUOTE="conanb, post: 1801509, member: 17930"] I think that if you are going to be running a D&D game you are going to have to address the basic double axis alignment system they have set up. You either do that or look at doing adjustments to classes, skills, spells,etc. Not that that isn't possible, but a bit on the large project side. It's also crossing into the "game design" area where you have more of a chance of unbalancing things as you go. The simple change in how you track alignment is what your looking at. I was thinking more of an up and down pool similar to experience with points earned through your actions in game. You can start out at certain points, but after that your actions in game are going to shift that alignment. It's going to change how magic, items, gods, etc. are going to react to you. I didn't want to redesign the whole system just change the dynamic of alignment in game and make it more fluid. As it is, there aren't really any good rules for when your alignment shifts other than as a DM saying "Ok. That's it. You've been acting Chaotic evil all session. You're Chaotic Evil." To which you usually have a player respond "But I'm 'X' Class! I'll lose all my powers!" Et Cetera. It's an argument that all DM's go through. There just aren't easy rules on when a player shifts (excuse the Star Wars reference but it's the most Apropos) to the dark side. I was just trying to setup a system both my players and I could agree on and allow us to see the gradual shift in a person’s alignment. It also allowed for a lot more grays. You had one person that was maybe a little more good than another, instead of 2 people that both registered as good according to the spell. Instead of Detect Good showing “He’s Good Aligned” you’d get “He has a mild good aura” to “He’s Radiating Good.” Etc. The numbered gradations allow a lot more flexibility in alignment, as well as players to adjust their alignment to their in game personality. [/QUOTE]
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