| Post/Author/DateTime | Post |
|---|---|
| Return of the Flumph07-29-07, 11:37 PM | As I flesh out my homebrew more and more, I'm coming to the conclusion that the ethical alignment axis has no place in the setting. I don't have anything against Law and Chaos in general, but they seem increasingly irrelevent in this particular cosmology, and detract from the Good/Evil conflict (which is VERY relevant). Thus, unless I have a spontaneous revelation and decide I was wrong about all this, there will only be three alignments in my setting: Good, Neutral, and Evil. Some of the implications of this are obvious (spells like detect law and dictum no longer exist), but others warrant more detailed review. What I'm asking for is for you to tell me any Law/Chaos effects that are important to the game that I haven't caught. Here's what I have so far: 1. Lawful and Chaotic spells, as well as the cleric domains of the same names, do not exist. 2. There is only one good aligned plane, and one evil aligned plane. The good and evil outsiders (known as "angels" and "demons," respectively) live on those two planes, and subtypes like Tanarri and Guardinal no longer exist (though a statted monster with one of those subtypes keeps all associated abilities, such as an archon's Aura of Menace). 3. Inevitables, Modrons, Formians, and Slaadi lose their alignment subtypes. They are no longer embodiments of law and chaos, but exist in different roles. 4. Bards, rangers, barbarians, monks, and druids no longer have alignment restrictions. Paladins must be Good, and have a code of conduct to follow. Dark knights (aka Paladins of Slaughter) must be Evil, and usually have their own code. Clerics are unchanged. Any problems with the above? Anything I haven't adressed? Thanks in advance. |