Alignment Point System [Archive] - Wizards Community

Post/Author/DateTimePost
Neoatomic

10-05-04, 01:40 PM
I have a new idea for alignment in DND. The system itself is loosely based on Fable. it is a 1000 point system, in which 1st level PC start a 500 which is neutral and based on thier acts they gain points or lose points making them good or evil. As for Law and Chaos that is a option for the PC. They can choose to be lawful or Chaotic but Good and Evil are on the point system.


The acts could be as follows...

Helping an old lady across the street. +1
Stopping a band of Evil Clerics. +10
Killing an innocent person. -6
Mass murder -100

In this system it is easier to be evil and harder to become the ultimate good. Tell me what you think. By the way I call the point "Conviction" like on Hunter The Reckoning.
+10 holy club

10-05-04, 02:12 PM
hmm...
Looks good, but I think it could use a few slight changes.
I'd conisider throwing something to reward PCs who can stay true good.
Something similar to the SWRPG dark side points system, but I would this system as is.
Neoatomic

10-05-04, 05:35 PM
I was thining that the rewards could be like a couple paladin-esque abilities or bonus to Charisma, or possibly that townspeople would like a good person and shopkeepers could give discounts to Good Aligned Characters, somthing along those lines. I dont want to give them something too powerful, I could see a Celestial Bloodline kind of thing for good characters and a Demon or Devil Bloodline for the Evil. The closer to Ultimate Good the more you resemble a Celestial and the same goes for evil.

While Evil gets a Bloodline they also become hunted and hated and would be constantly fighting people upon entering a city. I was also considering an XP penalty for evil of like 15% or so.
Zak'nafein

10-07-04, 10:56 AM
Alignment isn't something that should be rewarded for or penalized for, isn't for the divine to decide?

Good and Evil should be equally attractive, after all, how many people do you know that do good things just because they'll get a reward for it, isn't that still just neutral? The idea of being good is to do good for its own sake. No reward involved.

I use a system like this in my campaigns, but it's mostly to keep track of when it's time to switch a PC's alignment against his will (I'm so tired of my lawful good paladins instantly brandishing their weapons and killing any kind of evil, whether or not they've done anything wrong, but that's another topic...), except that it doesn't start at 0 on first level (how would you take your first level of paladin then?), I just let it start at 1000 for good, 0 for neutral, or -1000 for evil (and I also use the same system for law and chaos).

Your actions as a PC should have repercussions of their own to deal with, without receiving or losing more just because of your alignment. Why does being evil reduce how much you might learn from an activity (xp penalty) or why does being good allow you to just receive plots of land or property? That doesn't make any valid sense.

Perhaps when the city guard comes knocking at your door about the rancid smell of innocent death in your basement with swords ready is a good penalty of being evil (assuming you didn't take measured steps to hide your trail, like any good lawful evil character).

The point of Dnd is to have a story told, right? No matter what path you choose, no matter what decisions, all should be equally exciting and intriguing. If you slap down a few limits and the inability to level up as fast as a good character, who now gets paladin abilities for free (which is insanely useful), what's the point of even playing at all? You know what everyone's going to be, and you know what everyone's going to do. There's no more story.
Moriancumer

10-09-04, 02:00 PM
If you have access to the Starwars book lift or adapt the light side dark side points sytem with their respective benefits and drawbacks. I have always liked the idea that evil is easier in the short run but good better in the long run. Just a thought