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Align
Mar 29, 2004 20:53:59 GMT -5
Post by pixie on Mar 29, 2004 20:53:59 GMT -5
ok had an idea for align: pre level 15 as is now, fast easy changes for all classes, post level 15 jedi like lock hits characters, your align when you level to 16 will be your align, good evil or neut, align specific skills and !align skills, evil clerics get harm (cool improved, not as is now) good get heal etc. evil clerics can sanc self, but not others, good can sanc others, but not self yadda yadda yadda. if NOT your align can NOT cast any spells. killing opposite align = 10 align points, killing same align = 100 align. so good cleric ,1k align, who quakes 7 good mobs is now *gasp* spell less and neuteral, and wil have to kill 70 evil mobs to get back to +1k Neuteral mobs give NO bonus or penalty to good or evil, but cost the 100 align in the direction of their align, ie most mobs should have align set per characters, so -15 would shift 100 towards good, where as +15 would shift 100 towards evil, and of course good/evil kills slide 10 points back towards neuteral... atonement shrines in the furthest reaches of the mud, sea of dreams, dark spine mountains, and goth camp , where you can pray to the heavens to change your align, if align is perf. so -1k align 'good cleric' can pray to become evil, and have skills again, would of course require som cool token of dedication to new pantheon, say 1m gold to change ... (0 bieng perf for neuterals, of course) and of course, going from one align to another would void skills/spells from previous align, and would prove to have been a waste of prac sessions. OK so penalizing neuteral chatacters would be a pain, maybe lessen them to EVIL <-200 - +200> GOOD NEUTERAL so they have a tighter row to hoe... just me thoughts..
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Align
Mar 29, 2004 21:23:06 GMT -5
Post by relantel on Mar 29, 2004 21:23:06 GMT -5
Some classes are already locked at max align once reaching a mid-high level, such as Paladins, where practicing the skill of spirituality locks the Paladin in at max good align permanently. It stands to reason that Apal also has a similar trait, though I have never played one.
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Align
Mar 29, 2004 22:05:10 GMT -5
Post by pixie on Mar 29, 2004 22:05:10 GMT -5
nahm, i dont want to lock align so much as a "skill set" like pals unable to cast is not good etc, for all align of all classes, save apal,pal which is already done, with the minor change of incredibly easy to LOSE your align, moderate pain to get it back
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Align
Mar 29, 2004 22:09:45 GMT -5
Post by relantel on Mar 29, 2004 22:09:45 GMT -5
I think the idea has merit, and forces you to think more about the mobs you kill instead of going free-for-all, specially when grouped with unlike-aligned players...
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Align
Mar 29, 2004 22:32:00 GMT -5
Post by Maranta on Mar 29, 2004 22:32:00 GMT -5
Some classes are already locked at max align once reaching a mid-high level, such as Paladins, where practicing the skill of spirituality locks the Paladin in at max good align permanently. It stands to reason that Apal also has a similar trait, though I have never played one. Antipaladins do not have such a skill to fix their alignments, not any more at least. Most used to use energy drain or earthquake/berserk. Now... they just have to do it the slow way.
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Align
Mar 30, 2004 17:09:28 GMT -5
Post by Arizhel on Mar 30, 2004 17:09:28 GMT -5
I disagree with clerics of evil not being able to heal.
An evil cleric can pray for a heal spell as easily as his good counterpart. If you want to get down to the nitty gritty, the difference is this: A good cleric can "burn" off any spell to cast a heal spell of the same level. An evil cleric can do the same for any 'cause' spell, i.e. the opposite of heal. (Yes, that's D&D, but face it, our world is pretty much =based= on D&D if you want to be picky about it....)
I don't see any reason to completely take heal away from evil clerics, though.
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Align
Mar 30, 2004 19:23:27 GMT -5
Post by pixie on Mar 30, 2004 19:23:27 GMT -5
Skills aside (pease)
My point is the align system is seriously messed up. You can go and valliently slaughter a nursery full of babys in the shire, then heroically kill a bunch of sleeping goblin slaves, and you are all good?
doesnt that seem atleast half retarded to anyone out there?
Shouldnt loosing your path easier than atoning for your wrongs?
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Align
Mar 30, 2004 19:41:54 GMT -5
Post by Maranta on Mar 30, 2004 19:41:54 GMT -5
OK I can see what you're trying to get at, Pixie. But theres another side to this as well, the evil side. If someone who is evil goes and slaughters a group of goblins, why should they automatically start down the path of good? Maybe the person just wants to butcher those weaker than himself... Its not much of an example but there's other reasons for killing mobs besides atonement. Personally, I'd like to see people having to go on almost mini-quests to change their alignments. Maybe by finding a certain object and bringing it to a shrine or altar, they are given the option to choose a new path so to speak. Of course for this to work, alignments would have to be far harder to change then they are already. Just an idea of course. My two coppers...
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Align
Mar 30, 2004 22:04:06 GMT -5
Post by pixie on Mar 30, 2004 22:04:06 GMT -5
pals lock align, and apals should too after a certain point. they are religeous zealots, and there fore out side normal human understanding, says I. Kinda like the bobmers of the twin towers, 99.9999999% of the people probably think was an extreme evil, but the zealots who did it understood themselves to be doing gods work, and therefore good in their eyes, and in the eyes of their clerics, who sent and blessed them. This is a paladins thinking, as well as an apals. an apal might kill the pit fiend, not because the fiend is evil and should be killed, but because it is too week and needs to be replaced. Zealot and rational are not synonyms! Horrendous evils have been done in the name of good, nuclear weapons, inquisitions, witch burnings. and evil underlings have killed their evil overlords for chances to be no. 1 since time began history is chalk full of examples of both so i conclude that paladins, and antipaladins, are exempt from normal align systems. please do not flame me for using the above example, just 1st that came to mind, but if you do feel the need to flame, please do it somewhere other than the boards
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Align
Mar 30, 2004 23:02:59 GMT -5
Post by Maranta on Mar 30, 2004 23:02:59 GMT -5
Very well said, Pixie. I agree with you. Antipaladins should have had an align skill put in during the revisions... I can't count the number of times I mentioned it... But thats in the past. Anyways Pixie has already stated some good reasons both paladins should be above the current align system, I can't add too much more on this issue but maybe I'll start a thread on the antipaladin class itself. After 14 remorts, I've learned a few things about them.
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Align
Apr 2, 2004 17:38:06 GMT -5
Post by Dank on Apr 2, 2004 17:38:06 GMT -5
i really liked the way Morrowind dealt with alignment ... though described as reputation, you were given a choice to act in a range between lawful good and unlawful evil. once your reputation, read alignment fell below a certain point, you were refused services at shops and received negative reaction rolls from mobs. further, if your reputation fell low enough, you would be attacked by the citiguards on sight, as they attempted to rid the world of your blight!
not a problem if you're an evil bad ass... but something to think about if you're not.
as a cleric, it would be interesting to chance running afoul of your patron god through your thoughtless worldly actions. perhaps aligning spells might make the game a bit more interesting.
anyway, you can file all of this under the verisimilitude tab. or just place it in the round file, whichever.
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Align
Apr 2, 2004 17:50:55 GMT -5
Post by pixie on Apr 2, 2004 17:50:55 GMT -5
I hold aggro evil should not attack evil, unless in overwhelming evil room, same for good mobs, average evil will be too fearful to kill evil player, average good will not want to kill a fellow saint and so on, neuterals probably dont care as killing a fellow neuteral doesnt change balance . anyway, aggros are !aggro same align would be cool, all guards should be aggro, some cities should be corrupt with evil guards, think robinhoods sheriff of nottingham.
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Align
Apr 2, 2004 21:15:50 GMT -5
Post by Maranta on Apr 2, 2004 21:15:50 GMT -5
Hmm a very interesting concept... guards attacking truly evil players wandering through town. Or evil guards attacking good aligned players in another town. It could easily backfire with newbies though. Still it might be an idea to save for later...
On the other hand, the idea of aggros not attacking players of the same align is something I rather like. Though evil does have a tendency to attack its own for any number of reasons.
Regardless, both of these ideas could probably be used in some way.
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