Variable Alignment and Languages
Aug 29, 2021 19:53:44 GMT
hengest, The Perilous Dreamer, and 1 more like this
Post by Ironnerd on Aug 29, 2021 19:53:44 GMT
Variable Alignment
I borrowed this from Professor Dungeon Master. I added a scale to the character sheet to show how Lawful or Chaotic they are. Most characters start at “Neutral” (Clerics start at 2 Lawful, Mystics at 1 Lawful, and thieves 1 Chaotic). When they do something Lawful, 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 Chaotic), he or she becomes a recurring villain in the campaign, and the player creates a new character. If the character reaches +5 (totally Lawful), 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 Lawful or Chaotic.
If a Lawful character (3 Lawful 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 Chaotic) 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 (Lawful or Chaotic) on a successful roll. On a failed roll, the alignment does not move. This leads to a spiraling effect where the more LAWFUL a character becomes, the more likely he is to succeed at doing LAWFUL deeds, and the less likely he is to perform CHAOTIC deeds.
Languages
The idea of “Alignment” languages was always kinda odd, and the use of variable alignment makes using Alignment languages basically impossible. Instead of Common and Alignment languages, characters will speak common and a language unique to their character’s class. In addition to their race language, Elves speak Fighter and Magic User, Dwarves and Halflings speak Fighter.
I borrowed this from Professor Dungeon Master. I added a scale to the character sheet to show how Lawful or Chaotic they are. Most characters start at “Neutral” (Clerics start at 2 Lawful, Mystics at 1 Lawful, and thieves 1 Chaotic). When they do something Lawful, 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 Chaotic), he or she becomes a recurring villain in the campaign, and the player creates a new character. If the character reaches +5 (totally Lawful), 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 Lawful or Chaotic.
If a Lawful character (3 Lawful 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 Chaotic) 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 (Lawful or Chaotic) on a successful roll. On a failed roll, the alignment does not move. This leads to a spiraling effect where the more LAWFUL a character becomes, the more likely he is to succeed at doing LAWFUL deeds, and the less likely he is to perform CHAOTIC deeds.
Languages
The idea of “Alignment” languages was always kinda odd, and the use of variable alignment makes using Alignment languages basically impossible. Instead of Common and Alignment languages, characters will speak common and a language unique to their character’s class. In addition to their race language, Elves speak Fighter and Magic User, Dwarves and Halflings speak Fighter.