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*Pathfinder & Starfinder
TS' Book of Heroic Might: Alignment as it is Meant to Be
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<blockquote data-quote="Zinovia" data-source="post: 4365573" data-attributes="member: 57373"><p>I did not read all of your book, but I liked the descriptions of the alignments. I think that some of the actual powers are unbalanced. I expect some of my players will choose to be good and some will be unaligned (evil isn't an option for PC's in this particular campaign). Why should a heal do so much more just because you are healing another good character? Surge + Wis + Cha for good, 1/2 surge for unaligned, and 1 hp for Evil? That's quite a big range. Likewise I think any spell that grants an extra d6 of damage vs unaligned foes is powerful since most everything is unaligned. Perhaps that one corresponds to an existing cleric power though. </p><p></p><p>I think alignment is too constraining in a lot of ways. I am very glad that the mechanical effects of it have been removed from the game. That way, if I choose to excise the remnants of the alignment system from my game, it's easy to do. I played Rolemaster for over 10 years, and didn't use alignment. Most characters wound up acting in what we called "Chaotic Greedy" fashion. They defended their allies, but often acted out of self-interest. I'm going to see what the players want before deciding how to treat alignment in my upcoming game. </p><p></p><p>Still, yours is an interesting guide for people who would like alignment to have more of an impact on their games. Just watch the powers and keep them in line with stuff in the core books.</p></blockquote><p></p>
[QUOTE="Zinovia, post: 4365573, member: 57373"] I did not read all of your book, but I liked the descriptions of the alignments. I think that some of the actual powers are unbalanced. I expect some of my players will choose to be good and some will be unaligned (evil isn't an option for PC's in this particular campaign). Why should a heal do so much more just because you are healing another good character? Surge + Wis + Cha for good, 1/2 surge for unaligned, and 1 hp for Evil? That's quite a big range. Likewise I think any spell that grants an extra d6 of damage vs unaligned foes is powerful since most everything is unaligned. Perhaps that one corresponds to an existing cleric power though. I think alignment is too constraining in a lot of ways. I am very glad that the mechanical effects of it have been removed from the game. That way, if I choose to excise the remnants of the alignment system from my game, it's easy to do. I played Rolemaster for over 10 years, and didn't use alignment. Most characters wound up acting in what we called "Chaotic Greedy" fashion. They defended their allies, but often acted out of self-interest. I'm going to see what the players want before deciding how to treat alignment in my upcoming game. Still, yours is an interesting guide for people who would like alignment to have more of an impact on their games. Just watch the powers and keep them in line with stuff in the core books. [/QUOTE]
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TS' Book of Heroic Might: Alignment as it is Meant to Be
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