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General Tabletop Discussion
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Should classes retain traditional alignment restrictions in 5E?
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<blockquote data-quote="Giltonio_Santos" data-source="post: 5799881" data-attributes="member: 36874"><p>Mike Mearls appears to see alignment as one of those traits that define D&D, together with the six ability scores, classes and levels. In my opinion, an element is not defining your game when it has no mechanical relevance, and that's why I believe that alignments should again be relevant mechanically in D&DN.</p><p></p><p>That said, how can alignments be relevant to the game mechanically? To me, one of the ways of doing that is placing alignment restrictions in character classes. As someone else pointed in another thread, a good multiclass system will probably be enough to make your fighter/rogue into a lawful good assassin or your fighter/cleric into a chaotic evil holy warrior. When I see the paladin and the assassin in the core game, I see a clear message about the kind of thing that each alignment has to show:</p><p></p><p>- Good is about healing and protecting people, crushing evil and becoming empowered for face to face honorable combat.</p><p>-Evil is about the murder: fast, easy and clean, through dirty tricks and stealth.</p><p>- Chaos is about losing control and delivering the necessary blow, and no feature in the game is more representative of this than barbarian rage.</p><p>- Law, on the other hand, is about controlling. And you see that most of the monk features are developed around the idea of perfect self-control.</p><p></p><p>For anyone familiar with the MtG card game, think in terms of different colors gaining different things, and you start to see where I'm going. I know that some of you hate alignment, and I respect that, but alignment has been a part of D&D for a long time now, and will probably stay. <em>Detect evil</em> and <em>protection from evil</em> are part of D&D as much as <em>detect magic</em> and <em>mage armor</em>. 4E tried to get rid of those various "D&Disms" instead of embracing them for a better game and now we are discussing D&DNext.</p><p></p><p>For myself, I really hope that the designers manage to create a system where alignment is relevant without becoming a punishment for player characters whenever the demon enters the scene and casts a <em>blasphemy</em>. One of the things I support, though, is using the various character classes to show the kind of weapon that the different alignments use to drive their goals.</p><p></p><p>Cheers,</p></blockquote><p></p>
[QUOTE="Giltonio_Santos, post: 5799881, member: 36874"] Mike Mearls appears to see alignment as one of those traits that define D&D, together with the six ability scores, classes and levels. In my opinion, an element is not defining your game when it has no mechanical relevance, and that's why I believe that alignments should again be relevant mechanically in D&DN. That said, how can alignments be relevant to the game mechanically? To me, one of the ways of doing that is placing alignment restrictions in character classes. As someone else pointed in another thread, a good multiclass system will probably be enough to make your fighter/rogue into a lawful good assassin or your fighter/cleric into a chaotic evil holy warrior. When I see the paladin and the assassin in the core game, I see a clear message about the kind of thing that each alignment has to show: - Good is about healing and protecting people, crushing evil and becoming empowered for face to face honorable combat. -Evil is about the murder: fast, easy and clean, through dirty tricks and stealth. - Chaos is about losing control and delivering the necessary blow, and no feature in the game is more representative of this than barbarian rage. - Law, on the other hand, is about controlling. And you see that most of the monk features are developed around the idea of perfect self-control. For anyone familiar with the MtG card game, think in terms of different colors gaining different things, and you start to see where I'm going. I know that some of you hate alignment, and I respect that, but alignment has been a part of D&D for a long time now, and will probably stay. [I]Detect evil[/I] and [I]protection from evil[/I] are part of D&D as much as [I]detect magic[/I] and [I]mage armor[/I]. 4E tried to get rid of those various "D&Disms" instead of embracing them for a better game and now we are discussing D&DNext. For myself, I really hope that the designers manage to create a system where alignment is relevant without becoming a punishment for player characters whenever the demon enters the scene and casts a [I]blasphemy[/I]. One of the things I support, though, is using the various character classes to show the kind of weapon that the different alignments use to drive their goals. Cheers, [/QUOTE]
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Should classes retain traditional alignment restrictions in 5E?
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