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Why is it wrong to make alignment matter?
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<blockquote data-quote="Raven Crowking" data-source="post: 2660211" data-attributes="member: 18280"><p><strong>This is what I am doing</strong></p><p></p><p>First off, I removed Smite Good and Smite Evil. These powers are now Unholy Smite and Holy Smite respectively. Unholy Smite works on any being not expressly protected by a good deity (IMC, this is a specific, game-mechanical effect), and the additional damage has the Evil descriptor. Holy Smite works on any non-good creature not expressly protected by a good deity, and has the Good descriptor. Non-aligned neutrals can get smited from either side, and generally prefer not to be involved in (un)holy wars for this reason.</p><p></p><p>(It is my general view that good gods protect their worshipers, while evil gods could care less.)</p><p></p><p>I am using a Taint mechanic that indicates how deeply entwined you are with the lower planes. When your Taint is high enough, the magic of good deities simply does not aid you. Conversely, high Taint can give you access to spells and powers that you would not otherwise be able to access.</p><p></p><p>The operative sins for each of my Seven Good Gods are defined, as well as a mechanic to purge said sins. Using the Charism feat mechanic from The Medieval Player's Handbook, good characters can gain the ability to do miracles in the name of their deity if they are without sin. It is unlikely that you can be without sin in the eyes of all seven for long -- Mellador demands that you harm no sentient life, and Mardan demands that you do not flee combat while your companions fight on. Uarthos (god of dreams, prophesy, and healing) really wants you to get a good night's sleep. Etc.</p><p></p><p>EDIT: For clarity's sake, I should mention that sin is removed by the Ritual of Atonement, which is basically confession. If you have a priest in your party, this is a pretty simple matter. If your sins are particularly heinous, however, your confessor may ask for some formal act of contrition. Again, specific guidelines as to what is considered appropriate give the players a pretty good idea of what consequences they are facing before killing a foe, fleeing a battle, or staying up on a bender.</p><p></p><p>While most common folks will be neutrals aligned to good, most PCs will be good-aligned to gain the benefits thereof. This is an important point, because 3.X is built in such a way that any sane person would strive to remain Neutral, and thus immune to any spells and/or abilities that target good, evil, law, and chaos. I have given the PCs specific, mechanical benefits based on being good or evil. Simply put, the benefits are "protection and support" vs "raw power".</p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 2660211, member: 18280"] [b]This is what I am doing[/b] First off, I removed Smite Good and Smite Evil. These powers are now Unholy Smite and Holy Smite respectively. Unholy Smite works on any being not expressly protected by a good deity (IMC, this is a specific, game-mechanical effect), and the additional damage has the Evil descriptor. Holy Smite works on any non-good creature not expressly protected by a good deity, and has the Good descriptor. Non-aligned neutrals can get smited from either side, and generally prefer not to be involved in (un)holy wars for this reason. (It is my general view that good gods protect their worshipers, while evil gods could care less.) I am using a Taint mechanic that indicates how deeply entwined you are with the lower planes. When your Taint is high enough, the magic of good deities simply does not aid you. Conversely, high Taint can give you access to spells and powers that you would not otherwise be able to access. The operative sins for each of my Seven Good Gods are defined, as well as a mechanic to purge said sins. Using the Charism feat mechanic from The Medieval Player's Handbook, good characters can gain the ability to do miracles in the name of their deity if they are without sin. It is unlikely that you can be without sin in the eyes of all seven for long -- Mellador demands that you harm no sentient life, and Mardan demands that you do not flee combat while your companions fight on. Uarthos (god of dreams, prophesy, and healing) really wants you to get a good night's sleep. Etc. EDIT: For clarity's sake, I should mention that sin is removed by the Ritual of Atonement, which is basically confession. If you have a priest in your party, this is a pretty simple matter. If your sins are particularly heinous, however, your confessor may ask for some formal act of contrition. Again, specific guidelines as to what is considered appropriate give the players a pretty good idea of what consequences they are facing before killing a foe, fleeing a battle, or staying up on a bender. While most common folks will be neutrals aligned to good, most PCs will be good-aligned to gain the benefits thereof. This is an important point, because 3.X is built in such a way that any sane person would strive to remain Neutral, and thus immune to any spells and/or abilities that target good, evil, law, and chaos. I have given the PCs specific, mechanical benefits based on being good or evil. Simply put, the benefits are "protection and support" vs "raw power". RC [/QUOTE]
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Why is it wrong to make alignment matter?
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