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Should the Alignment Scale always be known to a Player as a Resource Track?
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<blockquote data-quote="Dausuul" data-source="post: 5034811" data-attributes="member: 58197"><p>I agree that it's unfair to hit players with colossal (effectively character-killing) penalties for something they have no way to track and which depends entirely on the DM's subjective judgement. At the same time, however, I like the idea that you don't know exactly when you'll cross that line; you can't be certain what will tip you from Good to Neutral, or Evil.</p><p></p><p>I also generally dislike hitting players with heavy penalties for changing alignments. It's a major barrier to roleplaying if you have to weigh every in-character decision in the light of "I might lose my character if the DM decides this action is Chaotic/Evil." And for most characters it doesn't make much sense anyway.</p><p></p><p>So, my inclination would be to eliminate mechanical penalties for alignment change, while at the same time making an effort to codify the system a little, with guidelines on what kinds of acts push you how far (probably with a random factor so the player can't track exactly where he or she is). For most characters, the only mechanical effect of alignment should be to change how you interact with divine magic.</p><p></p><p>For characters who <em>use</em> divine magic, of course - paladins and clerics - things should be a little different. I'd give such characters class abilities that let them determine when they are at risk of alignment change, to compensate for the fact that alignment change can shut down their abilities.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5034811, member: 58197"] I agree that it's unfair to hit players with colossal (effectively character-killing) penalties for something they have no way to track and which depends entirely on the DM's subjective judgement. At the same time, however, I like the idea that you don't know exactly when you'll cross that line; you can't be certain what will tip you from Good to Neutral, or Evil. I also generally dislike hitting players with heavy penalties for changing alignments. It's a major barrier to roleplaying if you have to weigh every in-character decision in the light of "I might lose my character if the DM decides this action is Chaotic/Evil." And for most characters it doesn't make much sense anyway. So, my inclination would be to eliminate mechanical penalties for alignment change, while at the same time making an effort to codify the system a little, with guidelines on what kinds of acts push you how far (probably with a random factor so the player can't track exactly where he or she is). For most characters, the only mechanical effect of alignment should be to change how you interact with divine magic. For characters who [I]use[/I] divine magic, of course - paladins and clerics - things should be a little different. I'd give such characters class abilities that let them determine when they are at risk of alignment change, to compensate for the fact that alignment change can shut down their abilities. [/QUOTE]
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Should the Alignment Scale always be known to a Player as a Resource Track?
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