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WotC's Jeremy Crawford Talks D&D Alignment Changes
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<blockquote data-quote="Aldarc" data-source="post: 8040668" data-attributes="member: 5142"><p>Do you need knowledge of the giant spider's "god" or "NPC's outlook on things not related to the fact that they hunger for flesh" so that you can run it? What does the alignment of a rust monster tell you about how to run it? Would you run a rust monster differently without an alignment system in place?</p><p></p><p>Alignment does not tell you everything about a monster either.</p><p></p><p>I will give you a few sample creature entries from the Cypher System, but I will replace the name of the creature. Then tell me whether or not you could run it.</p><p></p><p><strong>Creature 1 </strong></p><p>[spoiler]Creature 1s are wicked, grasping, and perversely resourceful. Usually no larger than children, they can seem like pesky rabble, but that illusion hides something altogether more cunning. Tribe members work together to accomplish their goals of murder, kidnapping, and theft.</p><p><strong>Motive: </strong>Greed and theft</p><p><strong>Environment:</strong> Tunnels and caves, usually in groups of ten or more</p><p><strong>Health:</strong> 3</p><p><strong>Damage Inflicted:</strong> 2 points</p><p><strong>Movement:</strong> Short</p><p><strong>Modifications:</strong> Tasks related to perception, stealth, and setting traps as level 5</p><p><strong>Combat:</strong> Creature 1s attack from the shadows with ambushes and hit-and-run tactics. When they have surprise, they attack as level 4 creatures and deal 2 additional points of damage, and they attempt to draw larger prey into level 5 traps they’ve previously set. They often flee in the face of real danger.</p><p><strong>Interaction:</strong> Creature 1s are lying tricksters but can be cowed into cooperating for short periods.</p><p><strong>Use: </strong>Thieves and murderers, Creature 1s are foes to all, even rival Creature 1 tribes.</p><p><strong>Loot: </strong>Aside from weapons, each Creature 1 carries a personal stash, including bones, shiny rocks, sticks, and other bits of worthless trash, plus currency equivalent to an inexpensive item.[/spoiler]</p><p></p><p><strong>Creature 2 </strong></p><p>[spoiler]Creature 2s are formless spirits of the dead tortured in nether realms until all that was good or caring in them was burned away, forging a being of spite and hate. A Creature 2 remembers only fragments of its former life—every good memory is cauterized, and every slight, misfortune, snub, and pain is amplified, motivating the creature to tempt others into the same state. Having no flesh to call its own, a Creature 2 is a shadowed, ephemeral horror able to possess others. A Creature 2 can cause great harm in a short time by forcing its host to lie, steal, and harm loved ones.</p><p><strong>Motive:</strong> Hungers for others’ pain and fear</p><p><strong>Environment:</strong> Anywhere</p><p><strong>Health:</strong> 25</p><p><strong>Damage Inflicted:</strong> 6 points</p><p><strong>Movement:</strong> Short; immediate while flying in immaterial form</p><p><strong>Modifications:</strong> All stealth tasks as level 7 in immaterial form; deception tasks as level 6</p><p><strong>Combat:</strong> The immaterial touch of a Creature 2 either inflicts 5 points of damage from rot, or allows the Creature 2 to attempt to possess the target. The target of an attempted possession must make an Intellect defense roll or become possessed, whereupon the Creature 2’s immaterial form disappears</p><p>into the target.</p><p></p><p>The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the possessing Creature 2 can control the actions of the host, but the character can attempt an Intellect defense roll to resist each suggested action. Successful resistance means that the character does nothing for one round. In other rounds, the character can act as they choose. A possessing Creature 2’s actions are limited to attempts to control its host and leaving the host.</p><p></p><p>A possessed target is allowed an Intellect defense roll to eject the Creature 2 once per day, barring any exorcism attempts. The defense roll is hindered by one additional step each day of possession after the first seven days. An ejected or cast-out Creature 2 is powerless for one or more days.</p><p></p><p>A Creature 2 not possessing another creature is immaterial and can pass through solid objects whose level is lower than its own. While the Creature 2 is immaterial, it takes only 1 point of damage from mundane attacks, but it takes full damage from magical, energy, and psychic attacks. While it possesses another creature, the Creature 2 is immune to most attacks (though not so the host; killing the host will eject the Creature 2).</p><p></p><p><strong>Interaction: </strong>A Creature 2 allows a possessed host to act normally, as long as it doesn’t reveal the Creature 2’s presence. If its presence is known, the Creature 2 might negotiate, but only after a tirade of lies and obscenity, and the Creature 2 likely betrays any deal reached.</p><p><strong>Use: </strong>An ally of the PCs has begun acting differently, and not for the good.[/spoiler]</p><p></p><p>I'm not afraid of a few more words.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8040668, member: 5142"] Do you need knowledge of the giant spider's "god" or "NPC's outlook on things not related to the fact that they hunger for flesh" so that you can run it? What does the alignment of a rust monster tell you about how to run it? Would you run a rust monster differently without an alignment system in place? Alignment does not tell you everything about a monster either. I will give you a few sample creature entries from the Cypher System, but I will replace the name of the creature. Then tell me whether or not you could run it. [B]Creature 1 [/B] [spoiler]Creature 1s are wicked, grasping, and perversely resourceful. Usually no larger than children, they can seem like pesky rabble, but that illusion hides something altogether more cunning. Tribe members work together to accomplish their goals of murder, kidnapping, and theft. [B]Motive: [/B]Greed and theft [B]Environment:[/B] Tunnels and caves, usually in groups of ten or more [B]Health:[/B] 3 [B]Damage Inflicted:[/B] 2 points [B]Movement:[/B] Short [B]Modifications:[/B] Tasks related to perception, stealth, and setting traps as level 5 [B]Combat:[/B] Creature 1s attack from the shadows with ambushes and hit-and-run tactics. When they have surprise, they attack as level 4 creatures and deal 2 additional points of damage, and they attempt to draw larger prey into level 5 traps they’ve previously set. They often flee in the face of real danger. [B]Interaction:[/B] Creature 1s are lying tricksters but can be cowed into cooperating for short periods. [B]Use: [/B]Thieves and murderers, Creature 1s are foes to all, even rival Creature 1 tribes. [B]Loot: [/B]Aside from weapons, each Creature 1 carries a personal stash, including bones, shiny rocks, sticks, and other bits of worthless trash, plus currency equivalent to an inexpensive item.[/spoiler] [B]Creature 2 [/B] [spoiler]Creature 2s are formless spirits of the dead tortured in nether realms until all that was good or caring in them was burned away, forging a being of spite and hate. A Creature 2 remembers only fragments of its former life—every good memory is cauterized, and every slight, misfortune, snub, and pain is amplified, motivating the creature to tempt others into the same state. Having no flesh to call its own, a Creature 2 is a shadowed, ephemeral horror able to possess others. A Creature 2 can cause great harm in a short time by forcing its host to lie, steal, and harm loved ones. [B]Motive:[/B] Hungers for others’ pain and fear [B]Environment:[/B] Anywhere [B]Health:[/B] 25 [B]Damage Inflicted:[/B] 6 points [B]Movement:[/B] Short; immediate while flying in immaterial form [B]Modifications:[/B] All stealth tasks as level 7 in immaterial form; deception tasks as level 6 [B]Combat:[/B] The immaterial touch of a Creature 2 either inflicts 5 points of damage from rot, or allows the Creature 2 to attempt to possess the target. The target of an attempted possession must make an Intellect defense roll or become possessed, whereupon the Creature 2’s immaterial form disappears into the target. The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the possessing Creature 2 can control the actions of the host, but the character can attempt an Intellect defense roll to resist each suggested action. Successful resistance means that the character does nothing for one round. In other rounds, the character can act as they choose. A possessing Creature 2’s actions are limited to attempts to control its host and leaving the host. A possessed target is allowed an Intellect defense roll to eject the Creature 2 once per day, barring any exorcism attempts. The defense roll is hindered by one additional step each day of possession after the first seven days. An ejected or cast-out Creature 2 is powerless for one or more days. A Creature 2 not possessing another creature is immaterial and can pass through solid objects whose level is lower than its own. While the Creature 2 is immaterial, it takes only 1 point of damage from mundane attacks, but it takes full damage from magical, energy, and psychic attacks. While it possesses another creature, the Creature 2 is immune to most attacks (though not so the host; killing the host will eject the Creature 2). [B]Interaction: [/B]A Creature 2 allows a possessed host to act normally, as long as it doesn’t reveal the Creature 2’s presence. If its presence is known, the Creature 2 might negotiate, but only after a tirade of lies and obscenity, and the Creature 2 likely betrays any deal reached. [B]Use: [/B]An ally of the PCs has begun acting differently, and not for the good.[/spoiler] I'm not afraid of a few more words. [/QUOTE]
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