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Stripping alignment out of D&D
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<blockquote data-quote="willpax" data-source="post: 1299107" data-attributes="member: 1602"><p>Well, one problem is that I use a homegrown magic system as well, so spell descriptors don't present the same challenges. But, yes, anything that would affect evil or be limited to good will affect someone with high (10+wisdom bonus) corruption points. The number of corruption points would then be subtracted from whatever saving throw would be necessary to avoid the effect (for example, the will save needed for an attempt to cross a circle of protection). </p><p></p><p>I basically give the players a choice between insanity and evil as far as the effects of corruption, but they've all been so afraid of it that I've never had to take a player over. </p><p></p><p></p><p></p><p></p><p>The effects of this change have been quite pleasing. I have two magic-using players, and (becuase they knew this rule from the beginning) they chose specialities that are less affected--dexterity/buff/charms for one, and divination/illusion for the other. One character has just learned to use force bolts, which now represent a sore temptation. </p><p></p><p>The players don't mind because the NPCs also work under the same restrictions, although a truly evil/insane magician who knew she or he was dying next week anyway would present a bit of a challange. The casters have become much more thoughtful and creative with their magic use--I've made divination more useful in all sorts of ways, and kept casters in general fairly rare to keep the "special" feel.</p></blockquote><p></p>
[QUOTE="willpax, post: 1299107, member: 1602"] Well, one problem is that I use a homegrown magic system as well, so spell descriptors don't present the same challenges. But, yes, anything that would affect evil or be limited to good will affect someone with high (10+wisdom bonus) corruption points. The number of corruption points would then be subtracted from whatever saving throw would be necessary to avoid the effect (for example, the will save needed for an attempt to cross a circle of protection). I basically give the players a choice between insanity and evil as far as the effects of corruption, but they've all been so afraid of it that I've never had to take a player over. The effects of this change have been quite pleasing. I have two magic-using players, and (becuase they knew this rule from the beginning) they chose specialities that are less affected--dexterity/buff/charms for one, and divination/illusion for the other. One character has just learned to use force bolts, which now represent a sore temptation. The players don't mind because the NPCs also work under the same restrictions, although a truly evil/insane magician who knew she or he was dying next week anyway would present a bit of a challange. The casters have become much more thoughtful and creative with their magic use--I've made divination more useful in all sorts of ways, and kept casters in general fairly rare to keep the "special" feel. [/QUOTE]
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