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Hmm... did I go overboard?
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RPGDot Forums > Dungeons and Dragons General

Author Thread
Amelia
City Guard
City Guard




Joined: 18 Jun 2004
Posts: 141
Location: Ong's Hat, New Jersey
   

quote:
Originally posted by EverythingXen

Heh... I posted this on the offical D&D forums. I think I'm going to get massacred over it. Oh well.


Some people enjoy the more gritty realism. Like you said, if it doesn't work, there are other systems out there. Fortunately, the d20 system is mostly flexible enough where if you want to play your preferred way, whatever it may be, you can. Likewise for the other side of the creek as well. Everyone has different taste. It's how some people choose Counterstrike over UT or Quake.

quote:
Originally posted by Guybrush Threepwood

I think alignment is mostly unrealistic. Thats my main beef about AD&D Rules. You shouldn't FORCE someone to roleplay a certain way. Alignment doesn't make alot of sense either. People change...no one stays the same. And I think there are different ways to roleplay various alignment restrictive classes. Paladins druids and clerics just to name a few. Also druids and rangers make no sense. They wear LEATHER armor. Leather is made from dead animals...the very beings they put their life on the line to protect. Also monks...lawful doesn't make sense. Just because they are disciplined doesn't mean they don't do unlawful things. Depending on what teachings they follow they could be very chaotic. I just think alignment is rather stupid.


Nobody is forcing you to role-play any specific way. The rules are clearly outlined as being adaptable to preferred play styles. Don't like alignments? Throw them out! People do change, true. There are also prepared rules for alignment changes. Let me quote page 87 - 88 of the 3E Player's Handbook:

Alignment is a tool for developing you character's identity. It is not a straightjacket for restricting your character. Each alignment represents a broad range of personality types or personal philosophies, so two lawful good characters can be quite difference from each other. In addition, few people are completely consistent. A lawful good character may have a greedy streak, occasionally tempting him to take something or hoard something he has even if that's not the lawful or good thing to do. People are also not consistent from day to day. Good characters can lose their tempers, neutral characters can be inspired to perform noble acts, 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.


Druids being limited to leather? Uh, heard of the American Indians or the Eskimos? Many primitive tribes believed it was critical for survival to treat animals with the utmost respect, especially in death. Some shamanistic practices took this even further. It's a bonding of spirit. Druids don't use metal armor because it's tainted as 'alien' and soulless.

As for monks and alignment, I don't think your quite looking at it from the perspective that was intended. Law is not just referring to official social declarations. Even in the player's handbook it "implies honor, trustworthiness, obedience to authority, and reliability". This rings loudly of any Tibetan monastery or Catholic seminary. And remember, it isn't meant to be constricting. Lawful characters make mistakes and break laws as well.

You are your character, not your character's guidelines.

In 2E, the writing is a bit more clenched but it clearly states, "alignment is a tool, not a straightjacket".

(And just so you know, I'm not too fond of alignments either.)


_________________
The real secret of magick is that the world is made of words. And that if you know the words that the world is made of, you can make of it whatever you wish. -Terence Mckenna
Post Fri Mar 18, 2005 9:40 am
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EverythingXen
Arch-villain
Arch-villain




Joined: 01 Feb 2002
Posts: 4342
   

Alignments tend to bother me as well. The game has bonuses and penalties for their existence, though, and so they stay in. Most people in my group choose neutral good and never considere it again.

I've toyed around with an alignmentless system for D&D ... Paladins had a strict code to adhere to that determined if they retained their powers or not ... and it worked well enough. "Not a straightjacket" is the thing to keep in mind at all times.
_________________
Estuans interius, Ira vehementi

"The old world dies and with it the old ways. We will rebuild it as it should be, MUST be... Immortal!"

=Member of the Nonflamers Guild=
=Worshipper of the Written Word=
Post Fri Mar 18, 2005 4:01 pm
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