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WotC's Jeremy Crawford Talks D&D Alignment Changes
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<blockquote data-quote="Lanefan" data-source="post: 8037848" data-attributes="member: 29398"><p>I rather think you completely missed my point, so allow me to try again.</p><p></p><p>When I say I want the game to tell me what happens <strong>because</strong> something is Evil* I mean I want to know how an Evil thing will (or if it can at all) interact with spell X and item Y and effect Z, and-or whether it can be a member of and-or get along with class A and creature-type B.</p><p></p><p>Then to facilitate this I also want the game to tell me what classes and creatures it thinks are always Evil, most often Evil, random-chance Evil, rarely Evil and never Evil; using in all cases the game's definition of Evil.</p><p></p><p>Once I know these two things I can then modify to suit if and how I like, but I want the baseline in place as a default to fall back on if need be.</p><p></p><p>* - substitute Good, Lawful or Chaotic wherever Evil appears if you like; my points apply to all equally.</p><p></p><p>By no means have I read every module that's out there, but I've read (and own) quite a few - particularly older ones - and offhand I'm not familiar with any such module. I don't even know who-what Malcanthet is; that's a new one on me.</p><p></p><p>Never mind that if a module insists on having a demon behave like a devil it's a 5-second job to give that demon a devil's name and make it a devil.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8037848, member: 29398"] I rather think you completely missed my point, so allow me to try again. When I say I want the game to tell me what happens [B]because[/B] something is Evil* I mean I want to know how an Evil thing will (or if it can at all) interact with spell X and item Y and effect Z, and-or whether it can be a member of and-or get along with class A and creature-type B. Then to facilitate this I also want the game to tell me what classes and creatures it thinks are always Evil, most often Evil, random-chance Evil, rarely Evil and never Evil; using in all cases the game's definition of Evil. Once I know these two things I can then modify to suit if and how I like, but I want the baseline in place as a default to fall back on if need be. * - substitute Good, Lawful or Chaotic wherever Evil appears if you like; my points apply to all equally. By no means have I read every module that's out there, but I've read (and own) quite a few - particularly older ones - and offhand I'm not familiar with any such module. I don't even know who-what Malcanthet is; that's a new one on me. Never mind that if a module insists on having a demon behave like a devil it's a 5-second job to give that demon a devil's name and make it a devil. [/QUOTE]
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