| Post/Author/DateTime | Post |
|---|---|
| Arckon05-04-05, 01:03 PM | I am considering introducing some allignment bonuses to compensate playeres for taking more restrictive alignments. Since the world I have has regions of every alignment, the presumed 'normality' of lawful good does not help that alignment. This would compensate those who play this alignemnt by its intended spirit. Also, some players take an alignemnt and flirt with the edges of it for their own convenience, so these bonuses are applied as encouragement to play the alignemnt even more. There are three degrees of alignment conformity with this concept: tepid, moderate and fanatic and each has greater or lesser bonuses. Tepid has no bonuses at all is only tolerated by leaders of said alignment; the tepid are fortunate to be allowed to remain within the alignment at all. All degrees take on alignemnt penalties. Lawful: moderate +2 on will saves, fanatic - +3 on will saves & immune to charm and confusion has half duration. penalty: - 1 on all char interaction skills. Chaotic: moderate - +2 on reflex saves, fanatic +3 on reflex saves & immune to sleep and debilitation has half duration. penalty: - 1 on all will based skills. Good: moderate +2 on fortitude saves, fanatic +3 on fortitude saves & immune to disease and negative level effects have half numeric effect rounded down. Evil: moderate +2 on charisma based skills, +10% monetary treasure results +1 BAB, -1 AF due to lack of regard for personal safety. Combinations of alignment combine respective benefits. A DM using this system might reward/penalize each player with alignment points; positive Law points means one is lawful, and positive Good points reflect good behavior. The thresholds should reflect thirds of the population based on population, and thus is subject to each worlds alignemnt settings. |
| epifreak05-04-05, 05:23 PM | Law and chaos seem balanced somewhat, but with good and evil, we've got a problem. First off, I have no idea what AF is, but I presume it's something good. Anyway, notice, good characters get benefits and now drawbacks; whereas evil characters have a drawback. Either impose a drawback on good, or nix evil's. Also, there need to be bonuses for neutral. I don't mean neutral like, "I'm chaotic stupid" neutral. For those characters who want to play a TN character who chats off like Dakkon off of Planescape Torment ("Balance, in all things"), there should be a reward for playing a character who fits neutral like that. |
| Arckon05-05-05, 03:43 AM | Hmmm, OK, so how about this: Lawful: moderate +2 on will saves, fanatic - +3 on will saves & immune to charm and confusion has half duration. penalty: - 1 on all char interaction skills. Chaotic: moderate - +2 on reflex saves, fanatic +3 on reflex saves & immune to sleep and debilitation has half duration. penalty: - 1 on all will based skills. Good: moderate +2 on fortitude saves, fanatic +3 on fortitude saves & immune to disease and negative level effects have half numeric effect rounded down. penalty: inability to end sentient life without due cause Evil: moderate +2 on charisma based skills, fanatic +3 on charisma based skills & +10% monetary treasure results Penalty: -1 Armor Factor due to lack of regard for personal safety. True Neutral: moderate +2 on Int based skills, fanatic +3 on Int based skills & inate resistance to Divination affects with effects halved |
| epifreak05-05-05, 04:13 AM | Better, though good still seems to be overly advantageous. Also, what do you mean by Armor Factor? AC? |
| Arckon05-05-05, 08:10 AM | Better, though good still seems to be overly advantageous. Also, what do you mean by Armor Factor? AC? LOL, yeah, AC. Had my Dark Age of Camelot cap on, heh. Sorry. |