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Why is it wrong to make alignment matter?
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<blockquote data-quote="MerricB" data-source="post: 2660914" data-attributes="member: 3586"><p>Which is complete and utter crap.</p><p></p><p>What the heck in MoI makes minis more useful than they already are? Any of these alignment-based bonuses work exactly as well whether or not you use minis - the exception being any that require you to know the position of the characters, e.g. area effects and movement. And they're so much part of the regular game (e.g. fireball, an ability rarely seen in MoI), that MoI doesn't change that in the slightest.</p><p></p><p>MoI is very unusual in that it *isn't* a big "blow up the world" sort of magic. Unlike clerical, druidical, wizardry or psionics, it is severely lacking in big effect spells. It isn't so much moving around the exterior world as giving yourself abilities.</p><p></p><p>All the comparisons with "the Force" just obscure that the system is *nothing* like "the Force".</p><p></p><p>The Incarnate/Soulborn tap into Incarnum to grant themselves powers and skills based on mortal humanoids and outsiders. The Totemist tap into Incarnum to grant themselves powers and skills based on Magical Beasts.</p><p></p><p>The system (possibly unfortunately) does not replace regular magic - it doesn't have big effects, and there's a distinct lack of effective healing magic.</p><p></p><p>As for your comments about the auras and how they only affect characters of a similar alignment...</p><p></p><p>The Soulborn is a variant paladin (one that gets away from the Knight archetype to something that I find more interesting). It creates no more problems for the group than a properly-played paladin would. If you have a paladin adventuring with CNs in the party, then you're not paying attention to the code.</p><p></p><p>The Incarnate, as I recall, has one aura ability and a lot of other abilities that are personal. (I've foolishly lent my book to someone in preparation for a new campaign so I can't double-check). It is only the aura ability that affects other PCs with the same alignment-component.</p><p></p><p>I don't think that having a group that are restricted to LG, NG and CG is much of a problem. The auras have been criticised for not quite making sense for the alignments. Funnily enough, this actually *helps* them. All characters benefit from a bonus to AC is nice, no matter what the source, and distinguishes the NG Incarnate from the LN Incarnate and the CN Incarnate.</p><p></p><p>However, your comments about the problem of restricting alignments do have relevance. I still feel that there's an assumption that by making alignment have a bonus effect, you think that therefore more people will start causing trouble over alignment. I think this is false. People who care about role-playing alignment will always cause trouble, the rest will just happily take the bonus and go.</p></blockquote><p></p>
[QUOTE="MerricB, post: 2660914, member: 3586"] Which is complete and utter crap. What the heck in MoI makes minis more useful than they already are? Any of these alignment-based bonuses work exactly as well whether or not you use minis - the exception being any that require you to know the position of the characters, e.g. area effects and movement. And they're so much part of the regular game (e.g. fireball, an ability rarely seen in MoI), that MoI doesn't change that in the slightest. MoI is very unusual in that it *isn't* a big "blow up the world" sort of magic. Unlike clerical, druidical, wizardry or psionics, it is severely lacking in big effect spells. It isn't so much moving around the exterior world as giving yourself abilities. All the comparisons with "the Force" just obscure that the system is *nothing* like "the Force". The Incarnate/Soulborn tap into Incarnum to grant themselves powers and skills based on mortal humanoids and outsiders. The Totemist tap into Incarnum to grant themselves powers and skills based on Magical Beasts. The system (possibly unfortunately) does not replace regular magic - it doesn't have big effects, and there's a distinct lack of effective healing magic. As for your comments about the auras and how they only affect characters of a similar alignment... The Soulborn is a variant paladin (one that gets away from the Knight archetype to something that I find more interesting). It creates no more problems for the group than a properly-played paladin would. If you have a paladin adventuring with CNs in the party, then you're not paying attention to the code. The Incarnate, as I recall, has one aura ability and a lot of other abilities that are personal. (I've foolishly lent my book to someone in preparation for a new campaign so I can't double-check). It is only the aura ability that affects other PCs with the same alignment-component. I don't think that having a group that are restricted to LG, NG and CG is much of a problem. The auras have been criticised for not quite making sense for the alignments. Funnily enough, this actually *helps* them. All characters benefit from a bonus to AC is nice, no matter what the source, and distinguishes the NG Incarnate from the LN Incarnate and the CN Incarnate. However, your comments about the problem of restricting alignments do have relevance. I still feel that there's an assumption that by making alignment have a bonus effect, you think that therefore more people will start causing trouble over alignment. I think this is false. People who care about role-playing alignment will always cause trouble, the rest will just happily take the bonus and go. [/QUOTE]
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Why is it wrong to make alignment matter?
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