Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Rulings, not Rules: How Will You Solve the Bard / Half Elf Dilemma?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 8268098" data-attributes="member: 82106"><p>Right, Paladins, Rangers, and Monks have an absolute prohibition on leaving the allowed alignment range and will lose their class identity if they actually do change. Druids apparently EFFECTIVELY have the same thing, though it is the DMG, not the class description, which imposes that restriction. Clerics certainly will suffer worse than other characters by changing, but could continue to function, albeit they might change allegiances to a new god. I'd imagine it will be VERY difficult to convince said god or its followers to grant them spells beyond level 3!</p><p></p><p>Thieves and Assassins are much more ambiguous. While the PHB says what their alignments 'are', it doesn't contain any 'lose your class benefits' verbiage. Nor does the DMG address this. I mean, presumably a lawful good thief would run into some obvious impediments, but a lot of his abilities don't seem INHERENTLY evil. I would think you could still practice these things as a lawful or chaotic good PC. You might need to make up for past misdeeds, deal with unsavory associates, etc. </p><p></p><p>Assassins have a whole extra problem in that their one class special ability seems to be rather 'evil', OTOH you can always argue that ganking evil dudes by whatever means is not exactly the most vile of all acts... In any case the whole 'assassination power' is a pretty oddball and hard to incorporate ability in the first place, and seems vastly more appropriate as a way to adjudicate NPC assassination missions than anything else. It is pretty unclear how you would even use it in normal play. </p><p></p><p>If it was me, I would rule that thieves and assassins retain their class abilities, but they obviously have to live by their new alignments, and that could be pretty tough. TBH I'm not sure how you would enforce the other interpretation, that it is simply impossible to change your alignment if you are a member of these classes, as that would conflict with RP.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8268098, member: 82106"] Right, Paladins, Rangers, and Monks have an absolute prohibition on leaving the allowed alignment range and will lose their class identity if they actually do change. Druids apparently EFFECTIVELY have the same thing, though it is the DMG, not the class description, which imposes that restriction. Clerics certainly will suffer worse than other characters by changing, but could continue to function, albeit they might change allegiances to a new god. I'd imagine it will be VERY difficult to convince said god or its followers to grant them spells beyond level 3! Thieves and Assassins are much more ambiguous. While the PHB says what their alignments 'are', it doesn't contain any 'lose your class benefits' verbiage. Nor does the DMG address this. I mean, presumably a lawful good thief would run into some obvious impediments, but a lot of his abilities don't seem INHERENTLY evil. I would think you could still practice these things as a lawful or chaotic good PC. You might need to make up for past misdeeds, deal with unsavory associates, etc. Assassins have a whole extra problem in that their one class special ability seems to be rather 'evil', OTOH you can always argue that ganking evil dudes by whatever means is not exactly the most vile of all acts... In any case the whole 'assassination power' is a pretty oddball and hard to incorporate ability in the first place, and seems vastly more appropriate as a way to adjudicate NPC assassination missions than anything else. It is pretty unclear how you would even use it in normal play. If it was me, I would rule that thieves and assassins retain their class abilities, but they obviously have to live by their new alignments, and that could be pretty tough. TBH I'm not sure how you would enforce the other interpretation, that it is simply impossible to change your alignment if you are a member of these classes, as that would conflict with RP. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Rulings, not Rules: How Will You Solve the Bard / Half Elf Dilemma?
Top