erian_7 |
Definitely using taint in my campaign. It will be a more important factor than alignment, actually (I'm working to remove alignment entirely if possible...). Going into Kraken Cove will taint the characters, as will coming into contact with savage creatures, blood-soaked loot, etc.
You can also find it online, as the rules are OGC...
erian_7 |
erian_7 wrote:I'm working to remove alignment entirely if possible...Good luck. Alignment and a 'Vancian' magic system are sacred cows of D&D that will likely be here forever.
Besides, how will detect evil work without alignments?
Regards,
Jack
Already ditched the magic system for one similar to RPG Objects Legends of Sorcery (a skill-based magic system...works great so far and the players love it). Characters don't have spell slots or spell points, and can theoretically cast spells over and over all day. Statistically this isn't possible, as failing caster checks has negative repurcussions, but it does mean I no longer have to deal with the "well, we're all out of spells--let's stop in the middle of the action and rest for 8 hours." That's bugged me for years (maybe even decades) and I'm glad to see it go...
Detect evil (or any alignment) has been replaced with detect aura, which helps more in detecting those with strong connections to outsiders or other "higher powers" (or those with taint). The various other alignment spells are similarly changed. This approach is nothing new or original, of course, as Oriental Adventures introduced the detect taint and dispel taint spells for 3.0. Alignment is nowhere near as needed (IMHO) as folks sometimes think. I still use them to help players understand how they might react to a situation, but their not straight-jackets to roleplaying or actual mechanical aspects of the world setting.
Kirth Gersen |
I've played without strict alignment rules since the 1st edition. In your case, instead of "detect evil," you might have an Oriental Adventures-type "detect taint" ability and/or spell, for example (I had similar house rules dealing with demonic influence, especially important for wizard characters who aspired to Epic levels and wanted to take shortcuts to get there). Overall, if you like, you can easily have unique characters sworn to some obviously "aligned" god or demon or whatever... without all the other characters getting dragged into that type of a codified system.
As an extremely self-disciplined person who nonetheless rejects traditional influences, I've always had a problem with the law-chaos axis in particular. And, realistically speaking, how many people are actually "evil" as opposed to selfish and/or lazy? And how many high and mighty "moral" people cause nothing but evil in the real world?
erian_7 |
I've played without strict alignment rules since the 1st edition. In your case, instead of "detect evil," you might have an Oriental Adventures-type "detect taint" ability and/or spell, for example (I had similar house rules dealing with demonic influence, especially important for wizard characters who aspired to Epic levels and wanted to take shortcuts to get there).
Yeah, OA and the taint rules (along with some thoughts from Heroes of Horror) formed the basis for much of my current alignment system...
Overall, if you like, you can easily have unique characters sworn to some obviously "aligned" god or demon or whatever... without all the other characters getting dragged into that type of a codified system.
That's exactly what I've done, actually. All those that would normally be considered "divine" characters in some way (clerics, paladins,druids, blackguards) are directly tied to a patron power of some sort. Detect aura finds the presence of such a link, determines the strength of the connection, then givessome indication of the power's disposition. Without this tie (or being a creature such as a fiend that is by nature connected to such a power or cause), normal folks just don't show up with much of anything to such spells.
As an extremely self-disciplined person who nonetheless rejects traditional influences, I've always had a problem with the law-chaos axis in particular. And, realistically speaking, how many people are actually "evil" as opposed to selfish and/or lazy? And how many high and mighty "moral" people cause nothing but evil in the real world?
Heh, I'm extremely undisciplined and accept many traditional influences..we're like alignment opposites! ;^)
Agreed on the concept that very few people would be truly evil or good. Many are just floating along basing their morals/decisions on societal norms or self-interest.
Now, back to the topic of taint, will anyone using this system be making the taint saves in secret versus telling the players to make the rolls?
Planning on using the Tainted Sorcerer/Tainted Warrior at all?
Kirth Gersen |
Erian,
Great minds think alike!
I have to admit that I'm a big fan of letting the players roll their own dice, even in cases where you don't necessarily tell them what it's for right away. You might also consider an Eberron "action point"-type of system, in which spending an action point helps them avoid taint they don't want... after all, where would Star Wars be if Luke had no choice but to join the Dark Side, because YOU rolled poorly for him?