Using Taint and now GLORY? [Archive] - Wizards Community

Post/Author/DateTimePost
twelvedrunkenmonkeyz

04-01-06, 10:59 AM
Ok I play Eberron, which is alignment light. So to balance out the alignment light, I'm using taint for my game, and have come up with Glory as its opposing force.

The basics of this could be considered Force & Darkside points, but they have different aspects.

With Glory I'm going the route that it allows you to "make your own luck". For instance, it is much harder to acquire glory then taint. However I'm trying to give some good reasons to acquire Glory. One idea was you can use the Glory Points to reroll, taking the better of the two rolls + you add an action point to the roll.
I'm looking for 2 other abilities that Glory will allow you to make. But I'm not sure how to do it.

With Taint I'm going the route that it effects the "luck of others". For instance it does the same as glory, but you make your enemy reroll. And they only get the free action point if they have action points.
Once again I'm looking for two more effects to use Taint.

I'm also thinking that you can only spend the point if you have 1 of each.
Phoenix Knight

04-01-06, 12:43 PM
Well, the idea is workable, but I have to say it has nothing really to do with Taint as it is conceived in OA or Heroes of Horror. That has nothing to do with bad stuff happening to you. It has to do with your body and soul (and mind) being corrupted by exposure to pure evil. It turns you into a monster, mentally and physically. You get tainted by visiting the Shadowlands, carrying the One Ring, or being infected by a taint monster.

In fact, my setting, I have it slowly transform a character into a tiefling, or even half-fiend (if it goes far enough). Though there are also penalties associated with it, the fact that it turns you into a demon is generally enough to keep most players careful of it.

As for Glory, Iron Heroes has glory points, but you kind of already mention the main use, which is basically as an action point (adding 1d6 to a roll, or 1d10 if used before the roll is made).
They also allow a few others uses, which I won't go into, other than to mention you can spend some to negate conditions (such as paralysis).

Taint could fire off bringing undefined bad luck randomly. "Oh, crap, my new pants just tore on the side of that building. And now my saddle strap broke. Ow. Oh, and there goes a pidgeon flying right over my...ew..."
twelvedrunkenmonkeyz

04-01-06, 04:54 PM
Well I guess I'm looking for a way to work the system out, I am using Taint from Heroes of Horror, but the fact is that I can't penalize the bad guys for doing bad guy things, while giving the good guys bonuses for doing good guy things. So I'm looking for something that balances. I guess I should just find a system for Glory then. That mirrors the Taint system. Maybe I'll have it affect people based on their alignment (for nuetral characters too much of a good or bad thing, is a bad thing).
Phoenix Knight

04-02-06, 01:39 PM
Well, taint does not have a negative effect on most monsters that have taint (undead, outsiders, and so on), so I assume you are talking about evil people. I think the point is that there is always a price for true evil, and embracing it is bad. That said, embracing taint does grant them more power (bonus feats, possibily tainted classes, and so on).

It sounds to me like what you want is more akin to Exalted/Vile feats, spells, and benefits from the Books of Exalted Deeds and Vile Deeds.