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The Problem with Evil or what if we don't use alignments?
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 8331606" data-attributes="member: 1165"><p>I haven't used alignment beyond "session zero, no outright evil PCs" in years.</p><p></p><p>The best replacement for alignment, IMO, is the Mass Effect Paragon vs Renegade construct, and I'd like to point out the first game mishandled that. (Renegade was basically "act stupid".)</p><p></p><p>I saw a superior alignment system in Palladium. That game had terrible mechanics but they had eight alignments that map onto eight of D&D's nine alignments. If I really wanted alignment-based rules, that would do it for me.</p><p></p><p>Churches having different alignments from their deities makes sense as churches are really about people. In many polythestic religions there is either no head church or it has very little influence, so each local church can "evolve" in very different ways. Of course, this might only make sense if the deity is "true neutral" in a D&D context.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 8331606, member: 1165"] I haven't used alignment beyond "session zero, no outright evil PCs" in years. The best replacement for alignment, IMO, is the Mass Effect Paragon vs Renegade construct, and I'd like to point out the first game mishandled that. (Renegade was basically "act stupid".) I saw a superior alignment system in Palladium. That game had terrible mechanics but they had eight alignments that map onto eight of D&D's nine alignments. If I really wanted alignment-based rules, that would do it for me. Churches having different alignments from their deities makes sense as churches are really about people. In many polythestic religions there is either no head church or it has very little influence, so each local church can "evolve" in very different ways. Of course, this might only make sense if the deity is "true neutral" in a D&D context. [/QUOTE]
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The Problem with Evil or what if we don't use alignments?
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