Tracking Alignment

This is the barebones of an idea that a few of us started to hash out over on the general boards while discussing Pendragon (for those not familiar with this system, you can go HERE to get a general idea of the background for this topic).

Basically, Lawful/Chaotic and Good/Evil are recorded together as opposed values. The sum of the values in each set totals 20--therefore, if one value should rise, the other will fall a like amount (and vice versa). For example, a character with a value of 17 Good would have a corresponding value of 3 in Evil. If this same character should later have his Good drop to 13, his Evil will rise to 7.


The alignment choices for beginning characters result in the following values...

LAW vs CHAOS
  • Lawful: 15 Lawful/Chaotic 5
  • Neutral: 10 Lawful/Chaotic 10
  • Chaotic: 5 Lawful/Chaotic 15

GOOD vs EVIL
  • Good: 15 Good/Evil 5
  • Neutral: 10 Good/Evil 10
  • Evil: 5 Good/Evil 15

So a Neutral Good character would look like this...

10 Lawful/Chaotic 10 (Neutral)

15 Good/Evil 5 (Good)

I would suggest that the ranges for the various values be something along the lines of the following...

Having 13 or greater in a value grants the applicable alignment aspect.

If neither value in an opposed pair is greater than 12, the applicable alignment is considered to be "Neutral".


When checking for alignment shifts at the end of an adventure you could make one roll versus each value for every "check" accumulated next to it. These "checks" are assigned by the DM for the various actions the characters take that may affect alignment.


To raise a value by one point, roll greater than the current value on 1d20.

You will note that this means it becomes ever more difficult to attain "perfection", and ever easier to fall away from it (this is true whether your idea of perfection is one of perfect good, or of perfect evil).

The next issue that needs to be tackled is the awarding of these "checks". The DM can simply assign them according to his own judgment (assigning multiple checks for particularly noteworthy or notorious acts, while only assigning a single check, if any, to more minor ones). The DM could even construct a table, appropriate to his campaign, that assigns fixed numbers of "checks" to various actions.

Alternatively, a random number of "checks" could be assigned, dependent upon the magnitude of the act. For example...

Trivial: d6-5 Checks

Minor: d6-3 Checks

Noteworthy: d6 Checks

Major: d8 Checks

Life Altering: d10 Checks


...or whatever values are appropriate for your campaign.

I think this is a nice option that keeps characters from being too sure about what they can afford to get away with.

Well, I think that's enough to get the ball rolling :) ...

(Quick Edit: Had a HORRIBLY contradictory statement in there--hope this quick patch job worked :o )
 
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Well, I think that's enough to get the ball rolling...

Thorvald, I think you did more than get the ball rolling; you laid the whole idea out quite nicely. I see the random number of "checks" as a bit of an unnecessary complication, but the rest of the system looks smooth. Now we just have to figure out what the consequences of subtle alignment shifts might be...
 


mmadsen said:


Thorvald, I think you did more than get the ball rolling; you laid the whole idea out quite nicely. ..

Thanks :)

You might want to take another look--I made a rather large snafu in my original post. Hopefully it's at least internally consistent now.

(EDIT: I better stop while I'm ahead--darn alleve!)
 
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Obviously my idea of having exactly two trait pairs, Lawful/Chaotic and Good/Evil, carries over to D&D quite directly. A less direct but, perhaps, more interesting option, at least for Pendragon fans, is to stick to Pendragon's 13 trait pairs and use its concept of virtues, with five virtues for each religion.

For instance, the 13 trait pairs in Pendragon are:

Chaste / Lustful
Energetic / Lazy
Forgiving / Vengeful
Generous / Selfish
Honest / Deceitful
Just / Arbitrary
Merciful / Cruel
Modest / Proud
Pious / Worldly
Prudent / Reckless
Temperate / Indulgent
Trusting / Suspicious
Valorous / Cowardly

The five virtues for Christians (in Pendragon) are: Chaste, Modest, Forgiving, Merciful, and Temperate. If all five of those virtues are 16 or higher, the character gets a Christian bonus of +6 hit points (in Pendragon). A D&D campaign could easily require those virtues of Clerics of Pelor.

Pendragon also has a notion of Chivalrous traits irrespective of religion: Energetic, Generous, Just, Merciful, Modest, and Valorous. A Paladin coud be expected to keep those traits at 16 or higher (or sum 80 or higher, as in Pendragon).

Societies could grant the equivalent of Honor to individuals who meet their virtue requirements. For instance, in Orc society, warriors who are sufficiently Valorous, Suspicious, Indulgent, Reckless, Worldly, Proud, etc. might gain respect and power.

Or we could work our way back to D&D's alignments, but a bit more roundabout. We could divvy up Pendragon's 13 trait pairs into two mega-trait pairs: Lawful/Chaotic and Good/Evil.

Lawful/Chaotic
Chaste/Lustful
Energetic/Lazy(?)
Just/Arbitrary
Modest/Proud
Pious/Worldly
Prudent/Reckless
Temperate/Indulgent

Good/Evil
Forgiving/Vengeful
Generous/Selfish
Merciful/Cruel
Honest/Deceitful
Trusting/Suspicious
Valorous/Cowardly(?)

The individual traits are much more clearly defined than something like "Chaotic", but we can still work back to the D&D alignments if we want them.
 

...stopping by to look at mmadsen's invitation.

Wow. :cool: I too like what I see!

I'll get to this topic (no time at the moment :( ) soon.

Thanks for the lead mmadsen. :)
 

Weren't there character sheets back in 2e that had a 10 x 10 grid on them for alignment? Vertical was good/evil and horizontal was law/chaos. Sort of like what you're proposing. Top 3 lines was good, bottom 3 evil and middle 5 neutral, etc.
 

Hadn't been able to check the site today, so I'm a little late coming over here, but I really like what you've done so far - will try to contribute something more substantive tomorrow.

Good job so far!
 

mmadsen said:


Lawful/Chaotic
Chaste/Lustful
Energetic/Lazy(?)
Just/Arbitrary
Modest/Proud
Pious/Worldly
Prudent/Reckless
Temperate/Indulgent

Good/Evil
Forgiving/Vengeful
Generous/Selfish
Merciful/Cruel
Honest/Deceitful
Trusting/Suspicious
Valorous/Cowardly(?)

The individual traits are much more clearly defined than something like "Chaotic", but we can still work back to the D&D alignments if we want them.

I like this option. One thing that has always been difficult (at least for me) in the D&D alignment system, is determining whether an act should reflect on the Good/Evil component or the Lawful/Chaotic one--the above addresses this nicely (though, as with you, I am unsure about which category a few of the pairs should be in).

Another option I was thinking about--if you want Lawfulness and Goodness to be more difficult to attain/maintain (the lure of the darkside and all that ;) )...

Evil and Chaos always have at least a 50% chance of increasing on a check.

In other words, when checking to increase Evil or Chaotic, you roll versus the actual value or 10, whichever is less (however, 20 would still be the maximum value).

I think this is particularly appropriate for D&D, where the more difficult alignment restrictions are considered to be Lawfulness and Goodness.
 
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Well, that's a good idea indeed. I rembember that in Dragonlance first edition AD&D there were something similar. (noise of old books) Yep. Here there are.

-------------------------[-------------------------[-------------------------
Good Neutrality Evil

There's a straight hoizontal line, divided in little segments, and divided again in three major parts (i hope to be clear enough :rolleyes: ): Goodness, Neutrality, Evilness. There's no law or chaos. Just the three main aspects. Each player, at the beginning of their "career", choose the main alignment, and they start at the center of their third of segment. After each session (or adventure or campaign) the DM decide in which direction the Character moved (if he moved, of course). A knight of solamnia who leaves the good part of the segment must atone; a wizard loose the connection with his moon and has to turn back to his "philosophy" or enter in the new order (white, red or black robes).

Hope that this old book's rule could help you. I always found it very useful and very versatile.

Steven McRownt
 

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