Perhaps. I find most fantasy RPG stuff to be pretty anachronistic relative to the eras/adventures it purports to be expressing.IMO, that is a problem with contemporary RPG scenarios, and not with alignment per se.
Perhaps. I find most fantasy RPG stuff to be pretty anachronistic relative to the eras/adventures it purports to be expressing.IMO, that is a problem with contemporary RPG scenarios, and not with alignment per se.
One would assume that virtues are timeless. Or perhaps that, too, is an anachronistic perspective.Perhaps. I find most fantasy RPG stuff to be pretty anachronistic relative to the eras/adventures it purports to be expressing.
On that, you'll have to ask a virtue ethicist.One would assume that virtues are timeless.
On the one hand, fine. Leave alignment out and it's a start.I think the best solution is to print something like this:
Oath of the Cavalier: You have taken an oath to defend the values of valor, justice, and chivalry. If you break this oath, you may lose your supernatural abilities. Talk with your DM to determine the details of this oath.
On the one hand, fine. Leave alignment out and it's a start.
On the other hand, the most recent edition has been blessedly free of falling Paladin shenanigans. Anything with a "lose your powers, lol" string attached to it is unappealing to me as a base conceit of the rule set. I don't want the class balanced with this in mind.
-O
But no rule may punish a player for failing to adhere to such a code.
So how does this square with your normal approach to the balance between classes?Problem with this is [MENTION=91812]ForeverSlayer[/MENTION] wants a more powerful Paladin that is balanced in some way by its alignment restriction.
I want this too, but consider it so unlikely it's not even worth worrying about. It's too hardcore for most people these days.
You COULD have a paladin class that granted additional powers in exchange for making an oath to follow more and more restrictive codes of conduct. But then people who want the balanced, vanilla Paladin would be unhappy about that option being "gimped" by comparison.
Jamming alignment restrictions into the game and incorporating it into mechanics in any way cheapens the entire system for me, rather than just one class, so...
I'm down with oaths of some sort; those can be cool roleplaying tools. But D&D alignment is nonsensical, and a poor substitute for role-playing.
-O

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.