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Community
General Tabletop Discussion
*TTRPGs General
Should the Alignment Scale always be known to a Player as a Resource Track?
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<blockquote data-quote="howandwhy99" data-source="post: 5034922" data-attributes="member: 3192"><p>All elements of my game have an Alignment status, so taking mechanical effects of Alignment shifts out of the game would be far too much work. Not to mention it would gimp the Cleric classes. </p><p></p><p>I should point out Alignment shifts for me are based upon predefined rules hidden behind the screen, so they are not DM's judgment. Having no expression of those rules before a game ending effect occurs, though, is fiat in my book. Hence my desire to try and bring some element of interaction with these rules to fore when a potential game ending decision is made by a Player.</p><p></p><p>Also, for my game alignment is Ally, neutral, and Enemy status. So it doesn't matter how Players play their PCs as personalities. It has more to do with recognizing the consequences of actions. Which is why the "slippery slope towards darkness" point appeals to me. But neither do I want DM fiat.</p><p></p><p>Chaotic creatures and elements do shift Alignment according to the same rules as other aligned elements, but killing allies is considered a Chaotic act so... </p><p></p><p>Chaotic isn't a playable Alignment for PCs in my game, making it a game ending condition for Players who switch to it. Which has led to me posting here about how to convey this transition. It would help for classes who do have powers connected to Alignment too. Shifts to Neutral or Lawful cause considerably less effects (edit: don't end the game), but are still pretty big. </p><p></p><p></p><p>Tangent: I should also point out that no PC is beyond bringing back in my game. Chaotic NPCs can be converted and dead PCs resurrected for Players to control again.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5034922, member: 3192"] All elements of my game have an Alignment status, so taking mechanical effects of Alignment shifts out of the game would be far too much work. Not to mention it would gimp the Cleric classes. I should point out Alignment shifts for me are based upon predefined rules hidden behind the screen, so they are not DM's judgment. Having no expression of those rules before a game ending effect occurs, though, is fiat in my book. Hence my desire to try and bring some element of interaction with these rules to fore when a potential game ending decision is made by a Player. Also, for my game alignment is Ally, neutral, and Enemy status. So it doesn't matter how Players play their PCs as personalities. It has more to do with recognizing the consequences of actions. Which is why the "slippery slope towards darkness" point appeals to me. But neither do I want DM fiat. Chaotic creatures and elements do shift Alignment according to the same rules as other aligned elements, but killing allies is considered a Chaotic act so... Chaotic isn't a playable Alignment for PCs in my game, making it a game ending condition for Players who switch to it. Which has led to me posting here about how to convey this transition. It would help for classes who do have powers connected to Alignment too. Shifts to Neutral or Lawful cause considerably less effects (edit: don't end the game), but are still pretty big. Tangent: I should also point out that no PC is beyond bringing back in my game. Chaotic NPCs can be converted and dead PCs resurrected for Players to control again. [/QUOTE]
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Should the Alignment Scale always be known to a Player as a Resource Track?
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