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<blockquote data-quote="Thorvald Kviksverd" data-source="post: 143605" data-attributes="member: 1495"><p>Perhaps, except for some campaign specific tuning--starting values, trait selection, specific bonuses, etc.</p><p></p><p>For myself...</p><p></p><p>1--I definitely think I'll be including this in my campaigns from now on. I'm going to limit the traits to Good/Evil and Lawful/Chaotic, but use the subtraits you listed as guidelines for which category a given act affects.</p><p></p><p>2--I know it adds an extra level of complication, but I think I'll use a die roll to assign checks--something along the following (I still need to finalize the categories and values)...</p><ul> <li data-xf-list-type="ul"> Trivial: d6-5</li> <li data-xf-list-type="ul"> Minor: d6-3</li> <li data-xf-list-type="ul"> Meaningful: d6</li> <li data-xf-list-type="ul"> Major: d6+3</li> <li data-xf-list-type="ul"> Life Altering: d6+5</li> </ul><p>Perhaps some acts will be so monumental as to dictate a fixed adjustment, without any checks being necessary.</p><p></p><p>3--I'll use the rule I mentioned where Chaos and Evil always have at least a 50% chance of increasing on a check.</p><p></p><p>4--Bonuses, I haven't made up my mind about these yet--whether I should include them, or what they should be if I do. Some possibilities...</p><ul> <li data-xf-list-type="ul"> Lawful: Weapon/Skill Focus; penalty to certain "artistic" pursuits; +1 Save and AC vs Demons</li> <li data-xf-list-type="ul"> Chaotic: Bonus vs Mind Controlling Effects; penalty to "academic" pursuits</li> <li data-xf-list-type="ul"> Good: +50% HPs restored when subject to healing magic; +50% damage when subject to the reverse of these spells; +1 Save and AC vs Demons, Devils, etc.</li> <li data-xf-list-type="ul"> Evil: 50% HPs restored by healing magic; 50% damage from reverse of these spells</li> </ul><p>These bonuses are just off the top of my head, in order to convey a bit of the feel I'm going for--Lawful/Good should convey more in the way of bonuses, or Chaotic/Evil should suffer more in the way of penalties. I'd like to hear your suggestions for possible bonuses/penalties.</p></blockquote><p></p>
[QUOTE="Thorvald Kviksverd, post: 143605, member: 1495"] Perhaps, except for some campaign specific tuning--starting values, trait selection, specific bonuses, etc. For myself... 1--I definitely think I'll be including this in my campaigns from now on. I'm going to limit the traits to Good/Evil and Lawful/Chaotic, but use the subtraits you listed as guidelines for which category a given act affects. 2--I know it adds an extra level of complication, but I think I'll use a die roll to assign checks--something along the following (I still need to finalize the categories and values)... [list][*] Trivial: d6-5[*] Minor: d6-3[*] Meaningful: d6[*] Major: d6+3[*] Life Altering: d6+5[/list] Perhaps some acts will be so monumental as to dictate a fixed adjustment, without any checks being necessary. 3--I'll use the rule I mentioned where Chaos and Evil always have at least a 50% chance of increasing on a check. 4--Bonuses, I haven't made up my mind about these yet--whether I should include them, or what they should be if I do. Some possibilities... [list][*] Lawful: Weapon/Skill Focus; penalty to certain "artistic" pursuits; +1 Save and AC vs Demons[*] Chaotic: Bonus vs Mind Controlling Effects; penalty to "academic" pursuits[*] Good: +50% HPs restored when subject to healing magic; +50% damage when subject to the reverse of these spells; +1 Save and AC vs Demons, Devils, etc.[*] Evil: 50% HPs restored by healing magic; 50% damage from reverse of these spells[/list] These bonuses are just off the top of my head, in order to convey a bit of the feel I'm going for--Lawful/Good should convey more in the way of bonuses, or Chaotic/Evil should suffer more in the way of penalties. I'd like to hear your suggestions for possible bonuses/penalties. [/QUOTE]
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