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:: VARIANT ALIGNMENT RULES
::
An optional "House Rule" for D&D which changes the
Alignment issue to
allow for much more customization, and lots of
interesting options.
Instead of just nine alignments, you have three areas
and define your
alignment through them;
They are:
:: Good/Benevolence - a number representing you and
whether you'd be
willing to give up stuff for the less fortunate, or
take it from them. A
positive number would be "good", and a negative number
would be "evil."
A neutral or indifferent character would be 0.
:: Order/Stability - a representation of the character's
attitude towards
law, structured society, tradition, etc. a positive
number would be
"lawful", where a negative number would be "chaotic".
a neutral number
would be neutrality or indifference.
:: Balance - This represents the character's attitude
towards a balanced
state of nature. Druids and rangers usually have a
positive rating
here, because they respect nature a great deal.
Characters with a negative
value in this area would either want to destroy the
balance (crazy
people would be like this) or they would want to tip
this balance in their
favor(therefore evil).
The numbers range from +3 to -3 for each area. +3 is
reserved for
extremists. If you take a +3 or a -3 in any area, you
must take a 0 (no
more, no less) in each other area. A paladin must
take a +2 in either
Good/Benevolence(G/B) or Order/Stability(O/S) and a +1
in the other, but
can take a +2 in both areas if they wish. Monks must
have a +2 in O/S.
Example character: Tol, who would be chaotic evil in
the traditional
alignment, is a G/B: -1, O/S: -1, B: 0. What this
means is that if able,
he will take from others to give to himself, but won't
go on psychotic
rampages killing people he believes to be innocent
just to take their
(few) gold pieces. That is what the -1 in
Good/Benevolence stands for.
He does not necessarily consider himself evil, he just
is not a very
good person in his mind, due to "necessity" as is
usually the case. The
-1 in Order/Stability means that he opposes laws that
he considers
unfair to anyone, he seeks out and destroys what he
considers wrong with NO
care for the laws that govern (in his case, he will
destroy all
slavery, ESPECIALLY when it is Drow who have been
enslaved, due to his past
experiences) and he abhors tyranny, tradition, and
still has an immense
hatred for his father, who was a king. He cares
nothing about the
balance of nature, but if he met a druid who sought
help, he'd likely do
something because he "could care less, but... then
it's not something he
opposes either."
All that from just three numbers. How is that chaotic
evil I ask you?
Sure, he sides with the drow in an argument, and will
slaughter
paladins as well as Blackguards if they oppose him.
He's got more than one
kind of police force out to kill him, on charges of
murder, but his
diplomatic tongue has convinced more than one man to
question his purpose in
killing him. For this reason, he may someday make an
excellent leader.
Now let's look at an aristocrat:
O/S: +3
He cares about the law and nothing else. The law is
holy. It is
infallible. It is what determines what is fair and
what is unjust. Fairness
is what is granted by the law. He will not allow the
laws to be
changed as it would hint at the laws being unfair. To
him, everything has a
rational expression, and an answer. For this reason,
he has no
Good/Benevolence score, as nothing can knock him from
his current position
until he changes his position on the law. In order to
be "corrupt" he
would have to stray from his current alignment, by
lowering his O/S score.
At that point, he would be given a 0 in both Balance
and
Good/Benevolence, and from there he would develop his
own attitude towards the world.
What could provoke such a drastic change? Only one
thing: a WOMAN.
And now, the evil necromancer:
O/S: 0. G/B: -2, B: -1
The evil necromancer Boogitywoogity seeks to attain
lichdom and turn
all the power in the surrounding area towards his
control. He woud take
whatever he could from anyone, hence the -2 in G/B,
and because he
seeks power, he gets a -1 in Balance. If he became
obsessive with power and
got greedy and refused to allow the chance of anyone
else getting to
it, he might go farther down the line there, and sink
to -2. This might
happen if heroes intervened. If he went PSYCHOTIC,
and ONLY if that
happened, he would try to destroy all the power in the
area and this sink
to -3 in balance. He would then go on a rampage,
killing, destroying,
etc. If he did all that to steal, or to take and
gain as much as
possible, he'd be -3 in G/B. Note that he would have
to focus on nothing
but that though, so he couldn't be "evil" and
psychotic at the same
time. (In case you're wondering, evil is in quotes
because at its core it
is an opinion. Psychosis is very much real and alive
and well. Much
more popular.)
And now Ed, the psycho:
B: -3
After working for the postal service for three years
and slowly
slipping into psychosis (go take a course in
psychology if this subject
interests you - you will learn SO much), Ed wants to
destroy "the lies, the
lies, ALL THE LIES!" and he goes on a rampage in the
city killing over
10 people including his wife and kids. Don't think a
human can make a
difference? Think again. Some heroes would
definitely want to find out
what the HELL happened to provoke this, and they
discover that there's
a group of girls who delighted in driving people over
the edge.
Technically, it's legal. Have the players face the
situation where the real
murderers are protected by the law. This happens in
real life. At any
given moment, 55% of the population is in a state of
neurosis -
somewhere between "normal" and psychosis. Kinda
scary, huh? Now think about
how often a crazy person should be at the heart of an
adventure.
Perhaps divine influence? A cursed item?
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