| Tequila Sunrise |
These are some homebrew powers that I whipped up for my first 4e session this Friday. I don't want to force my players to care about alignment, so I made them so they're not strictly better than other 1st level powers, but they are much cooler if used successfully against Evil or Chaotic Evil targets. Comments and criticisms welcome! (Unless you want to rave about the horror of alignment actually mattering. Those comments aren't welcome here.)
Cleric Level 1 Encounter Prayers
Holy Word
You speak a word of power that sends creatures of evil fleeing in terror.
Encounter * Divine, Fear, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: (If the target is Evil or Chaotic Evil) The target moves its speed + your Charisma modifier directly away from you, heedless of unsafe squares or difficult terrain. This movement provokes opportunity attacks. (If the target is Unaligned) The target moves its speed away from you, avoiding unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks. (If the target is Good or Lawful Good) The target moves half its speed away from you, avoiding unsafe squares and difficult terrain if it can. This movement does not provoke opportunity attacks.
Cleric Level 1 Daily Prayers
Holy Word
You speak a word of power that sends creatures of evil fleeing in terror.
Daily * Divine, Fear, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: (If the target is Evil or Chaotic Evil) The target moves its speed + your Charisma modifier directly away from you, heedless of unsafe squares or difficult terrain. This movement provokes opportunity attacks. In addition, the target takes a penalty to attacks for the remainder of the encounter equal to your Wisdom modifier. (If the target is Unaligned) The target moves its speed away from you, avoiding unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks. (If the target is Good or Lawful Good) The target moves half its speed away from you, avoiding unsafe squares and difficult terrain if it can. This movement does not provoke opportunity attacks.
Paladin Level 1 Encounter Prayers
Smite Evil
You imbue your attack with radiant energy that scours evil from the face of the world.
Encounter * Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: (If the target is Evil or Chaotic Evil) 2[W] + Strength modifier + Wisdom modifier radiant damage. Until the end of your next turn, the target takes a penalty to attack rolls equal to your Charisma modifier. (If the target is Unaligned) 2[W] + Strength modifier radiant damage. (If the target is Good or Lawful Good) 2[W] radiant damage.
Paladin Level 1 Daily Prayers
Smite Evil
You imbue your attack with radiant energy that scours evil from the face of the world.
Daily * Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: (If the target is Evil or Chaotic Evil) 3[W] + Strength modifier + Wisdom modifier + Charisma modifier radiant damage. Until the end of your next turn, the target takes a penalty to attack rolls equal to your Charisma modifier and a penalty to AC equal to your Wisdom modifier. (If the target is Unaligned) 3[W] + Strength modifier radiant damage. (If the target is Good or Lawful Good) 3[W] radiant damage.
TS
| Tequila Sunrise |
But without "Detect Evil", these options are always going to seem sub-par if they players will never know if their powers will be working at max value or not.
I think it depends on what kind of campaign the DM is running. In a classic "fight the evil hordes everywhere!" kind of game, my powers will be better because PCs will be able to be reasonably sure when they fight an evil foe and they'll do so very often. In other campaign styles, evil foes might not be as obvious or numerous.
Or you could homebrew a Detect Evil power if you want PCs to be able to do so.
TS
| Crimson-Hawk |
So you are trying to encourage only Clerics and Paladins to care about alignment?
You're getting around today, aren't you, Fool?
I'm pretty sure these are only example powers to show how alignment can be made to matter on a system mechanical level. I'm pretty sure they are not intended to straight-jacket such capabilities into the the classes that the examples appear for.
There's nothing wrong with making fighter, warlord, or even rogue exploits that give the PC and/or his allies certain advantages depending on their opponent's alignment. And if you want to play a traditional style ranger, I'm pretty sure he can stand to have a few powers like that, as well.
The possibilities are endless, if you put your mind to it. And I'm pretty sure the OP knows this quite well.
| Tequila Sunrise |
I am. Kind of slow at work today.
I love those! Except I don't have a computer at work to pass the time, so I think up new PC options instead ;)
Actually, I think there are better ways to make alignment matter in game than trying to create new rules.
Such as...?
TS
PS And I swear to god, Court, if your response involves the term 'classless system' I'll...oh, nevermind.
| CourtFool |
Why? A classless system would solve all of your problems.
The first things that pops to mind is “birds of a feather”. People of same alignments are more likely to assist like souls (well maybe except Chaotic Crazy...but that is not an alignment anymore, right?).
I would use NPCs to make alignment matter. Your general Joe on the street is more trusting of the good aligned characters. The mysterious Keepers of the Wood seek out Mr. Unaligned and ask that he help protect “the balance”. The Thieve's Guild look to cut a deal with Evil Bob because...well...they know he is corrupt.