Post by Ironnerd on Aug 24, 2020 13:44:33 GMT
Variable Alignment
I borrowed this from Professor Dungeon Master. I added a scale to the character sheet to show how good or evil they are. Most characters start at “Neutral” (Clerics start at 2 good, Mystics at 1 good, and thieves 1 evil). When they do something good, they can go up on the Alignment meter. When they do something bad, they move down a rank on the meter. If a character gets to -5 (totally evil), he or she becomes a recurring villain in the campaign, and the player creates a new character. If the character reaches +5 (totally good), he or she gathers a group of followers and ends his or her adventuring career.
When a character attempts to do something out of character he or she needs to make a save versus Charisma, modified by his or her current level of good or evil.
If a good character (3 good on the meter) decided to do something particularly nasty, he would roll a save versus CHA with a -3 adjustment to the die roll. If he tried to do something nice, he would roll versus CHA with a +3 adjustment to the roll.
Likewise, if a nasty character (3 evil) decided to do something notably nice, he would roll a save versus CHA with a -3 adjustment to the die roll. If he tried to do something bad, he would roll versus CHA with a +3 adjustment to the roll.
When a character makes a check like this, he moves his alignment one point in the direction of the deed (good or evil) on a successful roll. On a failed roll, the alignment does not move. This leads to a spiraling effect where the more GOOD a character becomes, the more likely he is to succeed at doing GOOD deeds (saving a unicorn), and the less likely he is to perform EVIL deeds (wiping out an orphanage).
I borrowed this from Professor Dungeon Master. I added a scale to the character sheet to show how good or evil they are. Most characters start at “Neutral” (Clerics start at 2 good, Mystics at 1 good, and thieves 1 evil). When they do something good, they can go up on the Alignment meter. When they do something bad, they move down a rank on the meter. If a character gets to -5 (totally evil), he or she becomes a recurring villain in the campaign, and the player creates a new character. If the character reaches +5 (totally good), he or she gathers a group of followers and ends his or her adventuring career.
When a character attempts to do something out of character he or she needs to make a save versus Charisma, modified by his or her current level of good or evil.
If a good character (3 good on the meter) decided to do something particularly nasty, he would roll a save versus CHA with a -3 adjustment to the die roll. If he tried to do something nice, he would roll versus CHA with a +3 adjustment to the roll.
Likewise, if a nasty character (3 evil) decided to do something notably nice, he would roll a save versus CHA with a -3 adjustment to the die roll. If he tried to do something bad, he would roll versus CHA with a +3 adjustment to the roll.
When a character makes a check like this, he moves his alignment one point in the direction of the deed (good or evil) on a successful roll. On a failed roll, the alignment does not move. This leads to a spiraling effect where the more GOOD a character becomes, the more likely he is to succeed at doing GOOD deeds (saving a unicorn), and the less likely he is to perform EVIL deeds (wiping out an orphanage).