Switching out Alignment for Alliegance, is it hard?

Laman Stahros

First Post
I know that some folks on these boards have switched from D&D's alignment system to D20 Modern's alliegance system, was it hard? What needs to be modified? I can see some of the spells being a pain. I would appreciate any help I can get in figuring out how to do this change. TIA.
 

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I can't see it being that difficult, seeings how allegiance contains alignment. The spells could probably remain unchanged.

One potential problem might be the limit of 3 allegiances pushing characters towards neutral alignment. Perhaps what you could do if the character declares an alignment, allow them an additional allegiance of that alignment (a good church, a lawful order of knighthood, etc.)
 

It's easy - I did it for my current homebrew and will be doing the same for all games that I run in future. As Psion says, the allegiance system encompasses the alignment system, meaning that characters who want an alignment can have one (as can those monsters that the DM feels should retain alignments, like evil fiends) - but at the same time, those who want to step away from the alignment system can do so without it impacting on their character at all.

It means that a law/chaos/good/evil alignment component to your allegiance becomes strikingly important. Now only those who actually choose to ally themselves to such principles will be lawful, chaotic, good or evil - it's no longer something that everyone has to subscribe to, regardless of their actual feelings. Most other folks can dedicate their lives to other causes or ideals without suffering under a perceived "alignment straightjacket". It makes for a more diverse and flavourful game where, rather than aligment becoming meangingless, it actually becomes more resonant.
 


Another here for Allegiance being inclusive of alignment and not exclusive. I liked the allegiance system so much I also ported it into my D&D game I used to run. Characters that decide to follow allignment ideals gain the benefits thereof as well as the potential drawbacks. I agree with the idea of allowing specific alignments coincide with an aligned faction of some sort, very nice that. For folks who want to keep alignment for all characters that would be a good idea and I would also add the idea of characters choopsing specific aspects of an alignment that their character believes in rather than simply good or chaos. Instead it might also be Evil (Murder), Lawful (Knight's Code), Good (Healing), Chaos (Destruction of Bartertown), or Chaos (Rebellion of Greywind Keep) for example.
 

Laman Stahros said:
I can see some of the spells being a pain. I would appreciate any help I can get in figuring out how to do this change. TIA.

For help in making this change, and especially in keeping spells working properly, I have to pimp my product:

FANTASY FOLIO: Allegiances

It also has Allegiance related feats and other rules. For $2.25 I think that's pretty good.

But obviously, I wrote the thing, so I'm biased.
 

I've been using Allegiance in D&D since Modern came out. To work with alignment spells and alignment-based damage, I made all creatures and characters without an alignment subtype Neutral. Characters with an allegiance to one or more of the alignments get the usual benefits (skill bonuses, etc.). Characters may also take the Ethically Aligned or Morally Aligned feats once each and select between Chaos and Law, and Evil and Good respectively. The feat expands the skill bonuses for social checks toward those of your own alignment and allegiance, and give you a bonus on checks to intimidate members of the opposite allegiance or alignment (but not on checks to resist intimidation). You also gain the appropriate alignment subtype, which changes how some spells affect you as well as making your weapon attacks bypass Damage Reduction. Clerics get the feats appropriate to their deity for free, and Paladins get Ethically Aligned (Law) and Morally Aligned (Good) for free as well.

If I can find where I wrote them down, I'll post them up here.
 

If you use allegiances, It severally reduces the power of anti alignment spells and attacks since one has to stand up and be counted, rather than automatic judgment of alignment.

I’d recommend spells that detect same allegiance as the caster, maybe one level higher than Detect Foe [Detect evil].

Also I’d recommend Holy / Unholy / chaotic / lawful weapons only work for those with matching allegiances, rather than anyone [still hitting the opposite allegiance wielders with the negative level].

The best thing for allegiances is that they move the "free spirit" designator to non-allegianced, so characters do not wind up being called chaotic when they player did not want to have to play along with the moral system that governs the multiverse.

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

ALLEGIANCES

The allegiances system is optional.

A character may have up to three allegiances, listed in order from most important to least important. These allegiances are indications of what the character values in life, and may encompass people, organizations, or ideals. A character may have no allegiances (being either a free spirit or a lone wolf) or may change allegiances as he or she goes through life. Also, just because the character fits into a certain category of people doesn’t mean the character has to have that category as an allegiance.
If the character acts in a way that is detrimental to his or her allegiance, the GM may choose to strip the character of that allegiance (and all its benefits) and assign an allegiance more suitable to those actions.

Pledging Allegiance
A hero’s allegiance can take the form of loyalty to a person, to an organization, to a belief system, to a nation, or to an ethical or moral philosophy. In general, a character can discard an allegiance at any time, but may only gain a new allegiance after attaining a new level.
Having an allegiance implies having sufficient intelligence and wisdom to make a moral or ethical choice. As a result, a character must have Intelligence and Wisdom scores of 3 or higher in order to select allegiances.

Allegiances include, but are not limited to, the following examples.

Person or Group: This includes a leader or superior, a family, a group of linked individuals (such as a band of adventurers or a cell of secret agents), or a discrete unit within a larger organization (such as members of the character’s squad or platoon, or individuals whose safety the character is responsible for).

Organization: This may be a company or corporation, a gathering of like-minded individuals, a fraternal brotherhood, a secret society, a branch of the armed forces, a local, state, or national government, a university, an employer, or an otherwise established authority.

Nation: This may or may not be the nation that the hero currently resides in. It may be where the individual was born, or where the hero resides after emigrating to a new home.

Belief System: This is usually a particular faith or religion, but can also be a specific philosophy or school of thought. Belief systems could also include political beliefs or philosophical outlooks.

Ethical Philosophy: This describes how one feels about order, as represented by law and chaos. An individual with a lawful outlook tends to tell the truth, keep his or her word, respect authority, and honor tradition, and he or she expects others to do likewise. An individual with a chaotic outlook tends to follow his or her instincts and whims, favor new ideas and experiences, and behave in a subjective and open manner in dealings with others.

Moral Philosophy: This describes one’s attitude toward others, as represented by good and evil. An individual with a good allegiance tends to protect innocent life. This belief implies altruism, respect for life, and a concern for the dignity of other creatures. An evil allegiance shows a willingness to hurt, oppress, and kill others, and to debase or destroy innocent life.

Allegiances and Influence
An allegiance can create an empathic bond with others of the same allegiance. With the GM’s permission, the character gains a +2 circumstance bonus on Charisma-based skill checks when dealing with someone of the same allegiance—as long as the character has had some interaction with the other character to discover the connections and bring the bonus into play.
 
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Mark Hope said:
It means that a law/chaos/good/evil alignment component to your allegiance becomes strikingly important. Now only those who actually choose to ally themselves to such principles will be lawful, chaotic, good or evil - it's no longer something that everyone has to subscribe to, regardless of their actual feelings. Most other folks can dedicate their lives to other causes or ideals without suffering under a perceived "alignment straightjacket". It makes for a more diverse and flavourful game where, rather than aligment becoming meangingless, it actually becomes more resonant.

This has been my experience, as well. No modification to spells required. Actually, it's very nice. If you are Good, it's always with a capital "G". It removes the ambiguity of the borderline "nice, but not 'Good'" situations, too.
 

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