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<blockquote data-quote="Thorvald Kviksverd" data-source="post: 132913" data-attributes="member: 1495"><p>This is the barebones of an idea that a few of us started to hash out over on the general boards while discussing <em>Pendragon</em> (for those not familiar with this system, you can go <a href="http://www.enworld.org/messageboards/showthread.php?s=&threadid=8208&perpage=15&pagenumber=3" target="_blank">HERE</a> to get a general idea of the background for this topic).</p><p></p><p>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 <em>vice versa</em>). 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.</p><p></p><p></p><p>The alignment choices for beginning characters result in the following values...</p><p></p><p><span style="color: yellow"><strong>LAW vs CHAOS</strong></span></p><ul> <li data-xf-list-type="ul"><span style="color: yellow"> Lawful: 15 Lawful/Chaotic 5</span></li> <li data-xf-list-type="ul"><span style="color: yellow"> Neutral: 10 Lawful/Chaotic 10</span></li> <li data-xf-list-type="ul"><span style="color: yellow"> Chaotic: 5 Lawful/Chaotic 15</span></li> </ul><p></p><p><span style="color: yellow"><strong>GOOD vs EVIL</strong></span></p><ul> <li data-xf-list-type="ul"><span style="color: yellow"> Good: 15 Good/Evil 5</span></li> <li data-xf-list-type="ul"><span style="color: yellow"> Neutral: 10 Good/Evil 10</span></li> <li data-xf-list-type="ul"><span style="color: yellow"> Evil: 5 Good/Evil 15</span></li> </ul><p></p><p>So a Neutral Good character would look like this...</p><p></p><p><span style="color: yellow">10 Lawful/Chaotic 10 (Neutral)</span></p><p></p><p><span style="color: yellow">15 Good/Evil 5 (Good)</span></p><p></p><p>I would suggest that the ranges for the various values be something along the lines of the following...</p><p></p><p><span style="color: yellow">Having 13 or greater in a value grants the applicable alignment aspect.</span></p><p><span style="color: yellow"></span></p><p><span style="color: yellow">If neither value in an opposed pair is greater than 12, the applicable alignment is considered to be "Neutral".</span></p><p></p><p>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.</p><p></p><p></p><p><span style="color: yellow">To raise a value by one point, roll greater than the current value on 1d20.</span></p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>Alternatively, a random number of "checks" could be assigned, dependent upon the magnitude of the act. For example...</p><p></p><p><span style="color: yellow">Trivial: d6-5 Checks</span></p><p><span style="color: yellow"></span></p><p><span style="color: yellow">Minor: d6-3 Checks</span></p><p><span style="color: yellow"></span></p><p><span style="color: yellow">Noteworthy: d6 Checks</span></p><p><span style="color: yellow"></span></p><p><span style="color: yellow">Major: d8 Checks</span></p><p><span style="color: yellow"></span></p><p><span style="color: yellow">Life Altering: d10 Checks</span></p><p></p><p>...or whatever values are appropriate for your campaign.</p><p></p><p>I think this is a nice option that keeps characters from being too sure about what they can afford to get away with.</p><p></p><p>Well, I think that's enough to get the ball rolling <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ...</p><p></p><p>(Quick Edit: Had a HORRIBLY contradictory statement in there--hope this quick patch job worked <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" /> )</p></blockquote><p></p>
[QUOTE="Thorvald Kviksverd, post: 132913, member: 1495"] This is the barebones of an idea that a few of us started to hash out over on the general boards while discussing [i]Pendragon[/i] (for those not familiar with this system, you can go [url=http://www.enworld.org/messageboards/showthread.php?s=&threadid=8208&perpage=15&pagenumber=3]HERE[/url] 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 [i]vice versa[/i]). 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... [color=yellow][b]LAW vs CHAOS[/b] [list][*] Lawful: 15 Lawful/Chaotic 5[*] Neutral: 10 Lawful/Chaotic 10[*] Chaotic: 5 Lawful/Chaotic 15[/list][/color] [color=yellow][b]GOOD vs EVIL[/b] [list][*] Good: 15 Good/Evil 5[*] Neutral: 10 Good/Evil 10[*] Evil: 5 Good/Evil 15[/list][/color] So a Neutral Good character would look like this... [color=yellow]10 Lawful/Chaotic 10 (Neutral)[/color] [color=yellow]15 Good/Evil 5 (Good)[/color] I would suggest that the ranges for the various values be something along the lines of the following... [color=yellow]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".[/color] 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. [color=yellow]To raise a value by one point, roll greater than the current value on 1d20.[/color] 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... [color=yellow]Trivial: d6-5 Checks Minor: d6-3 Checks Noteworthy: d6 Checks Major: d8 Checks Life Altering: d10 Checks[/color] ...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 ) [/QUOTE]
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