Not gunna click the backlog in Roll20 and risk a browser crash just to quote myself saying, "I'll likely ignore those rules I dislike... Monk must be lawful for example."
quote:
Alignment: Barbarians are never lawful. They may be honorable,
but at heart they are wild. This wildness is their strength, and it
could not live in a lawful soul. At best, barbarians of chaotic
alignment are free and expressive. At worst, they are thoughtlessly
destructive.
A barbarian who becomes lawful loses the ability to rage and cannot
gain more levels as a barbarian.
"Seems I just can't get angry enough any more."
quote:
Alignment: Bards are wanderers, guided by whim and intuition
rather than by tradition or law. The spontaneous talent, magic, and
lifestyle of the bard are incompatible with a lawful alignment.
A bard who becomes lawful in alignment cannot progress in levels
as a bard, though he retains all his bard abilities.
Sense: this makes none. You can't improve on what you're already good at because you became too much of a law-abiding citizen?
quote:
A cleric who grossly violates the code of conduct required by his god
(generally by acting in ways opposed to the god’s alignment or
purposes) loses all spells and class features, except for armor and
shield proficiencies and proficiency with simple weapons. He
cannot thereafter gain levels as a cleric of that god until he atones.
Hextor, lawful evil god of tyranny and destruction: "You destroyed that village in an entirely chaotic manner! I'm taking away your destructive magics until you find someone to cast a spell on you that says you're really really sorry."
quote:
Alignment: Druids, in keeping with nature’s ultimate indiffer-
ence, must maintain at least some measure of dispassion. As such,
they must be neutral on at least one alignment axis (chaotic–lawful
or good–evil), if not both. Just as nature encompasses such
dichotomies as life and death, beauty and horror, and peace and
violence, so two druids can manifest different or even opposite
alignments (neutral good and neutral evil, for instance) and still be
part of the druidic tradition.
A druid who ceases to revere nature, changes to a prohibited
alignment, or teaches the Druidic language to a nondruid loses all
spells and druid abilities (including her animal companion, but not
including weapon, armor, and shield proficiencies). She cannot
thereafter gain levels as a druid until she atones.
Nature: "Not only did you go from lawful to lawful
good, you taught your wolf companion to 'roll over' in the wroooong language, fool! I'm taking away your abilities to protect forests until you find someone to cast a spell on you that says you're really really sorry."
quote:
Alignment: Fighters may be of any alignment.
Fighters: "In your FACE!"
quote:
Alignment: A monk’s training requires strict discipline. Only
those who are lawful at heart are capable of undertaking it.
A monk who becomes nonlawful cannot gain new levels as a monk
but retains all monk abilities.
Like a member of any other class, a monk may be a multiclass
character, but multiclass monks face a special restriction. A monk
who gains a new class or (if already multiclass) raises another class
by a level may never again raise her monk level, though she retains
all her monk abilities.
Chris' brain explodes.
quote:
Alignment: Paladins must be lawful good, and they lose their
divine powers if they deviate from that alignment. Additionally,
paladins swear to follow a code of conduct that is in line with law-
fulness and goodness.
A paladin who ceases to be lawful good, who willfully commits an
evil act, or who grossly violates the code of conduct loses all paladin
spells and abilities (including the service of the paladin’s mount, but
not weapon, armor, and shield proficiencies). She may not progress
any farther in levels as a paladin. She regains her abilities and
advancement potential if she atones for her violations (see the
atonement spell description, page 201), as appropriate.
Like a member of any other class, a paladin may be a multiclass
character, but multiclass paladins face a special restriction. A paladin
who gains a level in any class other than paladin may never again
raise her paladin level, though she retains all her paladin abilities.
The path of the paladin requires a constant heart. If a character
adopts this class, she must pursue it to the exclusion of all other
careers. Once she has turned off the path, she may never return.
All the LG gods: "Don't you
dare dabble in cleric stuff!"
quote:
Alignment: Rangers can be of any alignment.
Ranger: "Sorry, druid. Nature doesn't care about my attitudes. Or if I burn down a forest. Or if I teach a language to someone."
quote:
Alignment: Rogues follow opportunity, not ideals. They are
more likely to be chaotic than lawful, they are a diverse bunch, so
they may be of any alignment.
LN Rogue/Monk: "I took a solemn oath to be very disciplined about beating you up and taking your stuff. But no one cares if I break my oath. Except my own fists."
quote:
Alignment: For a sorcerer, magic is an intuitive art, not a science.
Sorcery favors the free, chaotic, creative spirit over the disciplined
mind, so sorcerers tend slightly toward chaos over law.
quote:
Alignment: Overall, wizards show a slight tendency toward law
over chaos because the study of magic rewards those who are
disciplined. Illusionists and transmuters, however, are masters of
deception and change, respectively. They favor chaos over law.
Arcane caster: "On the bright side, casting arcane magic doesn't take the extreme discipline needed to learn to punch stuff. And I don't have to worry about nature or an angry god taking my power away. On the down side... Metal hates my magic."
Wow. Going through each of the classes alignment restrictions was eye-opening. And brain-hurting. I was aware of some of them, but all this... I can't think of any good reason the game makers would include these silly restrictions. I'm curious if they existed in 3.0, 2.0, or 1.0. Why?
Aaanyway. Without getting into the inconsistancies of what alignment means according to the authors, I'm just going to come out and say that I'm going to ignore alignment restrictions for all the classes. That said, a cleric of Grummsh who's constantly rescuing people and finding diplomatic solutions to his problems rather than smash and kill will likely wind up ambushed a lot by the Grummsh inquisition.
Ok. So. Chatting with Tim about, "What does alignment even
mean? Is it more about attitude than action? Equal measure of both?" Looked it up in PHB:
quote:
A creature’s general moral and personal attitudes are
represented by its alignment: lawful good, neutral good...
Alignment is a tool for developing your character’s
identity. It is not a straitjacket for restricting your
character. Each alignment represents a broad range of
personality types or personal philosophies, so two lawful
good characters can still be quite different from each
other. In addition, few people are completely consistent.
A lawful good character may have a greedy streak that
occasionally tempts him to take something or hoard
something he has even if that’s not lawful or good
behavior. People are also not consistent from day to day. A
good character can lose his temper, a neutral character can
be inspired to perform a noble act, and so on.
Choosing an alignment for your character means stating your
intent to play that character a certain way. If your character acts in a
way more appropriate to another alignment, the DM may decide
that your character’s alignment has changed to match her actions.
What I'm getting from this is, "Alignment means
intent for the player. For the GM it means
actions."
This seems to me like a setup for disaster. By setting up different meanings for the same word, players and GMs are bound to wind up in heated arguments over alignment. "My guy's like an undercover cop! Of
course he's going to do the occasional shady thing!"
Kinda ran into this sorta thing with Star Wars. Raymond knocks out a group of sereal killers with a stun grenades. Group calls for retreat because powerful darksider joins fight. So Raymond kills the helpless killers rather allow them to live to kill more innocents. Dark Side points!
So in Chris' SW games, GM
offers DSP if the character performs an
action GM considers Darkside. Player decides if character deserves it based on the character
intent. But as we all know, DSP and The Force are very different from D&D alignments.
So reading the Good vs. Evil part, looks like I basically agree. What makes me arg is when I read the Law vs. Chaos bit:
quote:
Lawful characters tell the truth, keep their word, respect authority,
honor tradition, and judge those who fall short of their duties.
“Law” implies honor, trustworthiness, obedience to authority, and
reliability. On the downside, lawfulness can include close-
mindedness, reactionary adherence to tradition, judgmentalness,
and a lack of adaptability. Those who consciously promote lawful-
ness say that only lawful behavior creates a society in which people
can depend on each other and make the right decisions in full
confidence that others will act as they should.
A brutally honest barbarian? Nope. Too lawful. One who respects the traditions of his tribe? Nope. Too lawful. One who is judgemental? Nope. Being jugemental is incompatable with raging.
Oh, and no such thing as an honest, trustworthy bard who sings about Christmas. Plenty honest, reliable rogues, but not bards.
And a monk who tells tall tales? Impossible!
quote:
Chaotic characters follow their consciences, resent being told what
to do, favor new ideas over tradition, and do what they promise if
they feel like it.
“Chaos” implies freedom, adaptability, and flexibility. On the
downside, chaos can include recklessness, resentment toward
legitimate authority, arbitrary actions, and irresponsibility. Those
who promote chaotic behavior say that only unfettered personal
freedom allows people to express themselves fully and lets society
benefit from the potential that its individuals have within them.
No such thing as an adaptable, flexible monk. Or a paladin who supports freedom - oh wait there is! Yay suppliments fixing silly alignment restrictions. Which tells me the game makers either gave up on alignment restriction as a "game balance" mechanic or they started to realize all this stuff was silly.
So yeah. Simple solution: alignment "restrictions" are instead alignment
suggestions.
This message was last edited by the GM at 04:41, Sat 14 Dec 2013.