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Alignment-Is It Archaic?


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#26
HipMaestro

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WhiZard wrote...
What is problematic is when varying XP awards are given to different alignment tasks.  -clip-

I agree completely, Whizard.  I think that is one of reasons alignment has gotten a bad rap (or rep).  Designers sometimes try to establish an alignment contingency that is logical only to them and perhaps a few other consultants.  The one you have cited is a case in point and one that has NEVER made any sense to me, personally, though I suspect the designer has some important interrelationship in mind when it was implemented. Few of us are mind-readers...  not professionally anyway.

I believe that if there are static and definable values that establish these borders (as there are in the current alignment grid), then the causative factors must be just as objectively defined BEFORE entering any environment that has implemented those shift rules. I have yet to see any consequences, whether it be gaining XP or other rewards, based on values that fall WITHIN an alignment sector, only the general categories (i.e. different consequences for a value of 10 vs one with 20, for instance).

Modifié par HipMaestro, 07 janvier 2012 - 12:12 .


#27
WhiZard

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HipMaestro wrote...
(i.e. different consequences for a value of 10 vs one with 20, for instance).


You inspired me to write an alignment check system.  Works like a skill check, though this is bare bones, and I haven't included the full "skill check" feed back yet.

const int ALIGNMENT_HIGH = 100;
const int ALIGNMENT_MEDIUM = 50;
const int ALIGNMENT_LOW = 0;
const int GOOD_EVIL_AXIS = 1;
const int LAW_CHAOS_AXIS = 2;

int AlignmentCheck(object oPC, int nAlignment = ALIGNMENT_MEDIUM, int nAxis = GOOD_EVIL_AXIS)
{
int nPCAlign = -1;
if(nAxis == LAW_CHAOS_AXIS) nPCAlign = GetFactionAverageLawChaosAlignment(oPC);
if(nAxis == GOOD_EVIL_AXIS) nPCAlign = GetFactionAverageGoodEvilAlignment(oPC);
if(nPCAlign == -1) return -1;
return(abs(nPCAlign - 10 + d20() - nAlignment) <= 10);
}



#28
henesua

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Alignment as originally conceived in D&D is NOT roleplay related but indicative to which universal forces your character is aligned. And I prefer to stick with that. I could not care less how this relates to "correct roleplay". BUT if a PC is calling out to the greater forces of the universe for aid... they better understand which team they've been playing for.

Elric's battles with the forces of Law and Chaos were instructive in helping me understand the alignment issue.

Modifié par henesua, 21 janvier 2012 - 10:33 .


#29
Sil Songwind

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No, Alignment is not archaic, only our opinions make us think that.

D&D is about adventure and good vs. evil. It's a fantasy story world we create where good and evil have important factors in the world. Any Storyteller/DM can remove the alignment part, but when we play in the main stories it is an important component.

Others are right in saying that Alignment is a mechanic of the world. Look at the device on the manual of planes from 3.0. Inside the book is the a descriptior of the device and how it works.

There are several issue concerning alignment that interest me.
1)No one considers the historical mindset in relation to alignment. No one considers that historically an insane person would have been seen as possessed where exorcims would be the answer. Over time this changed to a belief in psychology to help. Finally nowadays Pills are the answer.

2)Players prefer to adhere to a modern mindset or to cool ideas
ie; A while back I asked a group of player what alignment a psychotic killer should be. All players answered with "chaotic evil". Than I asked, what if my character is Neutral and has a mental disorder. Players immediately changed opinions. The reason this example is important is because it demonstrates a modern mindset which gets confused with fantasy ideas.

3)People rarely see the RP potential for alignment when it does not meet their criteria.
By this I mean that instead of using the questions as a storyboard to examine the problem, people see it as a hindrance or they complain about it and have trouble with it.