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These long-term flags have pretty much cleared up all my worries.
Quote:Also regarding S.A.D., to combat the "conga line", perhaps, like the "killed" flag, there could be a "protected" or "fleeced" flag for traders that pay their toll.Almost certainly the case. If you've paid already, within that window other bandits won't get to hit you up again. If the first guy asked for too little, they can go take it up with the guy undercutting them.
Queue in the token bandit, part of every caravan, refreshing the 'just robbed' timer every 20 minutes.
If an area is infested with bandits, it won't see very much transport. Bandits would be smart to disperse, or fight eachother for territory. But one bandit shouldn't be able to effect what another can do. I think a 20 minute timer is great for a single bandit, but opening that up to any bandit goes too far.
Bottom line, the moment you leave an NPC settlements your inventory should free game, you need to do research about where you are going before you set out. A big part of the game should be information trading.

Quandary |

Blaeringr wrote:I notice the effects of assassination (in addition to a plain death) are targeted at influencing the outcome of larger battles.Note that this isn't the whole assassination system, just the start of it. There will almost certainly be progression and more options for assassins beyond just anyone Evil flying the flag.
Could be a good idea to not use overlapping 'assassin' terminology for that stuff then.
Of course, the names can be finalized after the mechanics are.Nikita Diira wrote:Also regarding S.A.D., to combat the "conga line", perhaps, like the "killed" flag, there could be a "protected" or "fleeced" flag for traders that pay their toll.Almost certainly the case. If you've paid already, within that window other bandits won't get to hit you up again. If the first guy asked for too little, they can go take it up with the guy undercutting them.
Sound cool. Also sounds prone to exploitation (alt/buddy handing out 'protection' passes for chump change, to evade 'honorable' Bandits) I guess that at least makes the case for having the SAD system REQUIRE the (Chaos only) Bandit flag, albeit that only raises the exploit bar a little bit, it is enough so that everybody can't do it super easily, and exploiters can be caught by System Admins as a last resort.
Of course, anybody with Bandit flag or not could always just ask via normal chat/trade window for a fee not to attack you, outside of this system. (with full repurcussions if you don't agree, and the target would know that this ransom money would not be the same thing as the SAD 'protection pass')---------------------------------------------------------------
I'm still not sold on the Alignment Drift to LG (or even Neutral) thing, whether it is optional or not...
Just seems at odds with Pathfinder heritage, for one.
There should be plenty of actions to affect alignment, if you don't do the actions associated with undesired alignment, and DO do the actions associated with desired alignment, your alignment should move where you want it to. I can definitely see 'Atonement' spells/features (you could buy from appropriate PCs/NPCs) where if you haven't engaged in proscribed actions for a certain period, your alignment is strengthened in a certain direction (ideally, not just pushing your alignment there, but rather for a certain duration, increasing the value of any 'good points' you get from doing actually good action). The 'proscribed duration' (not doing 'bad' things period) would probably be signifigantly longer than the 'enhanced redemption period' duration, to make exploitation more difficult.

Quandary |

Quote:Also regarding S.A.D., to combat the "conga line", perhaps, like the "killed" flag, there could be a "protected" or "fleeced" flag for traders that pay their toll.But one bandit shouldn't be able to effect what another can do.
All the S.A.D. 'protection' flag does is change whether attacking them affects your reputation. You are totally free to attack/rob them, or ask for your own 'independent' ransom money, but that is going against the accepted protection racket norm, and so you aren't exempted from the Reputation hit.
(I'm not sure how there would be repurcussions if you simply opened a chat/trade window with somebody outside of the Bandit/SAD system, and asked for money or else you will attack them... If they don't agree, you will have full Reputation repurcussions if you attack them, but if they agree then there shouldn't be any repurcussions)
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"Anyone may kill a Heinous character without fearing >>REPUTATION<< or alignment loss."
Wat.
So I'm basically treated the same a a griefer just for using the undead. Necromancy better be GROSSLY OP if this is going to make it into live... -_-
I can understand not suffering alignment loss (toward evil) for killing a necromancer. But not suffering reputation loss? As someone else said, sounds like this unfairly and unnecessarily targets one playstyle.
I'm more upset about the summoning and controlling part.
I'm totally down with Creating undead being heinous.If I take control of that evil Necromancer's undead army attacking my settlement I damn well better not get the heinous flag for killing him with his own undead.

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Quote:Also regarding S.A.D., to combat the "conga line", perhaps, like the "killed" flag, there could be a "protected" or "fleeced" flag for traders that pay their toll.Almost certainly the case. If you've paid already, within that window other bandits won't get to hit you up again. If the first guy asked for too little, they can go take it up with the guy undercutting them.
"Cheap flags, cheap flags! Get your fleeced here, only 10gp and you can travel safely for 20 mins".
the irony is that this fleece-seller would become CG and not LE!
The elegant solution here would be the real bandits posing as merchants, getting asked to SAD and then attack the undercutter.
NB: that requires a declined SAD to count as an attack, so that the undercutter cannot just walk away from those that refuse to pay and bank on his high rep and good alignment to protect him.

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I'm really liking the long term flags, particularly the Outlaw (Chaotic) flag which includes the "stand-and-deliver" trade window for ransoming people. Do these long term flags remain active, and therefore get the hourly stacking bonus (to a max of 10 hours) whist you are logged out of the game?
I believe 24 hour timers can become annoying when you receive them on one day perhaps at the end of your evening's play session, then login the next day and they still apply for a couple of hours. Unless it is the intention for that flag to apply for essentially what is the best part of 2 evenings worth of someone's play session, would it not be better to apply a shorter timer? Perhaps in the order of ~16 hours.

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@ alignment drift:
*Should alignment/rep drift faster when actually playing and slower when logged off?
-Is it ok to have an "revenge" alt (destiny twin) that spends most of the time offline to regain lawful and good points but comes on for occasional revenge killing?
*Should alignment/rep drift at all if offline and not training?
-Ie is it ok to have 10 free noob alts join my settlement to make it more lawful good?
-Can the vilest character be redeemed by being parked for a few months and having become a model citizen when returned to?
*If aligment drift to LG represents you living peacefully in your settlement between adventures, should it drift if you are not a member of a settlement? If you are a lone ranger in a hideout in the wilderness, should it drift to neutral? What if the ranger furnishes the hideout with a shrine to Lamashtu?
*More generally: should alignment drift towards LG, the settlement alignment, to the alignment of the temples in the settlement, to your chosen religion or towards a value selected by the player?
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My feeling is that alignment/rep drift rate should stop after a time without activity. F2P characters should still be in the alignment game -if active- , but not unlimited free alts or abandoned .
My feeling is that since LG is both deafult and "the best" alignment, players should be able to select their ideal or "drift alignment" or alternatively find/make a settlement that caters to them.
Clerics, druids, assassins, barbarians and those that want to play outlaws do not want to drift to LG.
Building temples or making laws could be the major mechanic here.

Quandary |
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Stephen Cheney wrote:Sound cool. Also sounds prone to exploitation (alt/buddy handing out 'protection' passes for chump change, to evade 'honorable' Bandits)...Nikita Diira wrote:Also regarding S.A.D., to combat the "conga line", perhaps, like the "killed" flag, there could be a "protected" or "fleeced" flag for traders that pay their toll.Almost certainly the case. If you've paid already, within that window other bandits won't get to hit you up again. If the first guy asked for too little, they can go take it up with the guy undercutting them.
It might also be reasonable for these 'protection passes' to be 'stamped' (openly visible to owner/people they allow look at it) with the ID of who gave it to them, and the price charged. That at leasts let everybody involved be aware of the situation and know who they want to "talk to" if that's necessary.
This also swings the other way, if one motley alliance of bandits decides that they want more traffic to come thru their territory vs. another route (also camped by other bandits), they may decide they need to 'offer' the lowest 'protection fee', and so would act against any bandits who try and ask too much money, since that impacts the reputation of the entire hex.

Quandary |

Stephen Cheney wrote:If you've paid already, within that window other bandits won't get to hit you up again. If the first guy asked for too little, they can go take it up with the guy undercutting them.
Queue in the token bandit, part of every caravan, refreshing the 'just robbed' timer every 20 minutes.
If an area is infested with bandits, it won't see very much transport. Bandits would be smart to disperse, or fight eachother for territory. But one bandit shouldn't be able to effect what another can do. I think a 20 minute timer is great for a single bandit, but opening that up to any bandit goes too far.
Perhaps the solution to that exploit is SAD "protection passes" only are recognized as valid by other members of the same adventuring party/guild/other organization that the original issuing bandit was a member of (regardless of whether these groups 'own' the hex: they are bandits after all, not beaurocrats). The groups would be motivated to force out any competing groups (also robbing travellers or hitting them up for ransom/protection) because that implicitly affects the value of that transit corridor, if travellers believe that this bandit group is the only group that will hit them up for money in this hex/area, they are more likely to be OK with travelling thru this area, and paying more for that one group's "protection pass", then if they might also face 10 other groups also asking for protection money.

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Traveler (Neutral)
This flag is for people who are primarily crafters or merchants, but want to be involved in PvP and get some extra speed and carrying capacity for the extra risk.
emphasis mine: they want to be involved in pvp? But there is nothing in the description that have anything to do with pvp! My first impression is that this is what I want to avoid pvp.
Is the intent just to have a flag saying "i have goods, get me if you can"? Sure they might have sacks full of gems but the only thing you know is they cost the same to attack but can run away faster.
Should there some incentive for Outlaws or other bandits attacking flagged Travellers over random people?
on a related note: should Enforcers get free reign to attack declared Outlaws (and vice versa)? Should champions get free reign to attack declared assassins (and vice versa)?
So far there's no downside with any of the flags.

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If an Outlaw Flag is activated, but a SAD is accepted, how long before the Outlaw Flag can be toggled back off?
Is it the same 10 minute timer as the Criminal flag?
I'm also hoping that the SAD amount remains controlled by the players. Bandits, if we are good business minded individuals, will coordinate territories and price fix the "going rate". Any outside of this syndicate will either have to buy in or be put out of the business.
I would assume that Assassins will try to corner the market for their profession as well. Out of respect for that, the UnNamed Company will not accept Assassination contracts. Any assassinations we carry out will be internally contracted.

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@Quandary
from your earler post, the SAD cooldown triggers doubles the punishment.
The bandit doesn't have to be a member of any organization. The good bandits will try and claim territory and drive other bandits out. The good bandit will know that they are more likely to get a higher ransom, and not have to risk combat if they are keeping the area clear of other bandits. A market value for safe passage will suface, and a caravan has to choose how much of that protection money they want to spend on guards, and how much to put in the ransom box. It doesn't need a game mechanic, the situation is already there.
This is just one of those realities that we will have to deal with, right now the current plan, in the blog, seems perfect to me. Any more additions/restrictions and we start moving into the "more trouble for honest people" zone.
If SAD cooldowns are for more than the involved bandit, there will be a token bandit, or strings of low level bandits that offer a cheap SAD to keep you flagged as off limits. If you force territory control, you kill banditry, because there will not be enough room. A hex is supposed to be run by a settlement, which is 60 people +, bandits would have to be so widely dispersed they would run out of room, and up and coming bandits would be starved for territory. Right now, it's perfect, any more and I feel the game will hurt because of it.
If a your route is infested with bandits, you should probably find another way to your destination, or hire better guards.

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Blog wrote:Traveler (Neutral)
This flag is for people who are primarily crafters or merchants, but want to be involved in PvP and get some extra speed and carrying capacity for the extra risk.emphasis mine: they want to be involved in pvp? But there is nothing in the description that have anything to do with pvp! My first impression is that this is what I want to avoid pvp.
Is the intent just to have a flag saying "i have goods, get me if you can"? Sure they might have sacks full of gems but the only thing you know is they cost the same to attack but can run away faster.
Should there some incentive for Outlaws or other bandits attacking flagged Travellers over random people?
I could see using it on my Monk if I want to go run off exploring. The extra move speed combined with monk move speed would be very useful for mapping the game world. And the extra encumbrance will likely be huge. Being able to carry more will make each run more profitable for resource gatherers or merchants being goods to market in another town.
The extra risk is that if you self flag as a traveler, then Outlaws shouldn't receive reputation hits for targeting you.

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Murael wrote:"Anyone may kill a Heinous character without fearing >>REPUTATION<< or alignment loss."
Wat.
So I'm basically treated the same a a griefer just for using the undead. Necromancy better be GROSSLY OP if this is going to make it into live... -_-
I can understand not suffering alignment loss (toward evil) for killing a necromancer. But not suffering reputation loss? As someone else said, sounds like this unfairly and unnecessarily targets one playstyle.
I'm more upset about the summoning and controlling part.
I'm totally down with Creating undead being heinous.
If I take control of that evil Necromancer's undead army attacking my settlement I damn well better not get the heinous flag for killing him with his own undead.
Maybe creating a "profane" flag to handle the undead creation specifically, and separating it from the heinous flag would be an idea to be considered...

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I've wondered if the short term flags aren't TOO short term.
Couldn't players do something to get a short term flag and then high tail it to a settlement to do crafting and other 'in town' activities... or only do the flagging activities right before you plan to log out and sleep each night. Basically, you do something which causes you to have a flag and then retreat to safety until it has expired. Thus gaining the benefit without the downside of being an open target.
Easy enough to adjust durations or otherwise handle the situation if this starts happening, but is there something I'm missing which would make it unlikely to play out this way in practice?
I like the long term flags, but one oddity is that the 'Traveler' flag being restricted to people with a Neutral component in their alignment will push many explorers/gatherers/crafters towards those alignments... despite those activities really having nothing to do with alignment. I'd rather see that flag available to everyone. Yes, that would mean that 'True Neutral' characters wouldn't have any flag that other players were restricted from getting and 'partially Neutral' characters would only have one, but if the long term flags are tied to alignments they should be for things which promote those alignments. Maybe allow Neutral characters to take either of the relevant aligned flags (i.e. LN could take 'Champion' OR 'Assassin'), but with lower bonuses or needing to have the flag on longer to get the bonuses.

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Also I would assume the removal of alignment penalties to killing heinous would only be in regards to the good/evil scale. A Lawful evil settlement could have laws against killing a character with the Heinous flag and you should still make yourself a criminal for attacking someone who is heinous and lose points on the Law/Chaos scale.

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I am not clear why people are so upset about heinous.
You raise undead and get flagged for a few minutes while they are out collecting goods for you. Nobody sees.
How does that render necromancy nonviable?
True it prevents you flaunting your cool necromantic skills in public without getting smacked by the self-righteous side... but so what, do you really expect get away with raising undead while a Paladin is watching ? Just do what is probably normal for a necromancer and do all that evil dark necro stuff in private.
It's not getting whacked by the righteous that has people questioning about the heinous flag, it's the fact that all these other playstyles get bonuses for opening themselves up to pvp but the necromancer gets no such bonus. Unless the bonus is overpowered undead I don't really see any incentive for this type of playstyle. The necromancer is also at risk from being ganked from anyone, they don't have to be good.
The only reason I could see a bonus for someone using slaves is free labor, but then this would have to be enough of a bonus for someone to want to weigh the risk versus the reward.

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I like the long term flags, but one oddity is that the 'Traveler' flag being restricted to people with a Neutral component in their alignment will push many explorers/gatherers/crafters towards those alignments... despite those activities really having nothing to do with alignment. I'd rather see that flag available to everyone. Yes, that would mean that 'True Neutral' characters wouldn't have any flag that other players were restricted from getting and 'partially Neutral' characters would only have one, but if the long term flags are tied to alignments they should be for things which promote those alignments. Maybe allow Neutral characters to take either of the relevant aligned flags (i.e. LN could take 'Champion' OR 'Assassin'), but with lower bonuses or needing to have the flag on longer to get the bonuses.
Good point. Traveler should be available to all alignments.
I'd like to have a Neutral-restricted "Nature's Champion" flag that lets druids and like minded tree-huggers to attack harvesters that are engaged in destruction harvesting like clear cutting forest for lumber, strip mining hills for minerals, and so forth.

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I've wondered if the short term flags aren't TOO short term.
Couldn't players do something to get a short term flag and then high tail it to a settlement to do crafting and other 'in town' activities... or only do the flagging activities right before you plan to log out and sleep each night. Basically, you do something which causes you to have a flag and then retreat to safety until it has expired. Thus gaining the benefit without the downside of being an open target.
Easy enough to adjust durations or otherwise handle the situation if this starts happening, but is there something I'm missing which would make it unlikely to play out this way in practice?
I share this concern, I would like to see flags that make you open to PvP last more than one day. I would be fine with 24 hours spent actively playing the game or a week long flag, but having to sit in a safe zone for a day isn't much of a punishment.
In a game where it takes at least 2.5 years to master an archetype, I would expect some longer term consequences.

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Imbicatus wrote:Bravo! +1!
I'd like to have a Neutral-resticted "Nature's Champion" flag that lets druids and like minded tree-huggers to attack harvesters that are engaged in destruction harvesting like clear cutting foreset for lumber, strip mining hills for minerals, and so forth.
Make it +2!

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I'd like to have a Neutral-restricted "Nature's Champion" flag that lets druids and like minded tree-huggers to attack harvesters that are engaged in destruction harvesting like clear cutting forest for lumber, strip mining hills for minerals, and so forth.
This flagging system has a lot of potential if staying flagged gives you bonuses.

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Example, if I flag myself as a "healer", I open myself up to pvp but doing so for a long time allows me to heal better.
Actually I think maybe that should be the contrary in relation to pvp. It should be like a red cross member in a warzone, as healer to attack him is an evil act. Attacker should be penalized.

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Richter Bones wrote:Example, if I flag myself as a "healer", I open myself up to pvp but doing so for a long time allows me to heal better.Actually I think maybe that should be the contrary in relation to pvp. It should be like a red cross member in a warzone, as healer to attack him is an evil act. Attacker should be penalized.
Disagree. If as a healer, you run in and start healing someone with the attacker or aggressor flags, then you are involved and are directly supporting his criminal behavior. If you Heal either side in an ongoing fight, you are picking sides and should become fair game, and subject to any penalties the attacker would experience if you help him.

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All those flags look like some kind of deiety bless to me , maybe they should be related to some of the PF gods. Each one may be included in the aspect of some god, so that would be easy to relate and add flavour to the gameplay.
Instead of using "traveler" flag use "name of travele's god" (bless) flag.
Edit :Same for the bad flags, but instead of bless "curse" could be used

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All those flags look like some kind of deiety bless to me , maybe they should be related to some of the PF gods. Each one may be included in the aspect of some god, so that would be easy to relate and add flavour to the gameplay.
Instead of using "traveler" flag use "name of travele's god" (bless) flag.
Edit :Same for the bad flags, but instead of bless "curse" could be used
Awesome idea! :)

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I'd like to have a Neutral-restricted "Nature's Champion" flag that lets druids and like minded tree-huggers to attack harvesters that are engaged in destruction harvesting like clear cutting forest for lumber, strip mining hills for minerals, and so forth.
I dont think it his a good Idea. It seem that you want to justify killing people for harvesting. Also we don't know how destructive the camps are.

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I want to justify people playing their roles and flavor of the class. Druids are very much nature's defenders and as such they would want to stop anyone form causing large scale damage to an area under their protection.
It may be possible to use low impact harvesting to not cause damage to a nature feature at the cost of lower yield. But then high yield harvesting is not sustainable and will change the hex permanently.
It wouldn't make sense for high yield harvesting to not cause damage, and if a risk of using it is Druids may attack you, then that is a meaningful choice of risk vs reward. This is also desirable due to persistance, and settlements may want to change the terrain to be more defensible in the long run.
Doing so would bring them into conflict with druids naturally. Druids shouldn't be punished for acting their roles.

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Imbicatus wrote:I dont think it his a good Idea. It seem that you want to justify killing people for harvesting. Also we don't know how destructive the camps are.I'd like to have a Neutral-restricted "Nature's Champion" flag that lets druids and like minded tree-huggers to attack harvesters that are engaged in destruction harvesting like clear cutting forest for lumber, strip mining hills for minerals, and so forth.
The usage has been (albeit so far unrecognized publicly by GW)that true neutrals may target untended harvesters. There was a reference in one of the crafting blogs that if the owning PC is present at their harvester it will enjoy an efficiency bonus. It was then proposed that untended harvesters clear cut forests, or spoil the land like strip-mining if a mine. Since these untended harvesters are harming nature, the Druid or other motivated neutral aligned character should try and destroy untended harvesting facilities, which should preclude PvP except where the owner returns while the neutral is in the act. It was proposed that such a defender of nature should get a 'vandal' flag similar to but different from a criminal flag, which would allow the owning player or his guard(s) to attack the vandal to protect the facility.
The idea originally arose when I proposed a meaningful 'true neutral' axis in the alignment system and was asked what actions a player might take to bolster true neutrality (as opposed to mere 'unaligned' neutrality).
So it isn't supposed to be aPK situation unless the TN player is caught green-handed.

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So far there isn't much of a place in the game for Druids, as near as I can tell. 'Traveller' flags are really the only kind of flag currently represented and that is pretty irrelevant for non-teamster druids.
My suspicion is that the jury is still out on these matters and we may see something in the future or if there are issues involved I don't yet see then maybe Druids will just not have a clear role othr than neutral clericsism.

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Nice progress on the flags, at least something for the neutral characters. Though like many have noted, it is going to take a lot of work to remain neutral on lawful-chaotic axis, having to commit plenty crimes just to negate the automatic becoming lawful for no aggressive action. Just going about one's own business of looking after nature and making things.
Definitely need to take another look at the neutrals, so they can remain neutral without having to work to keep neutral. It is going to be highly non-fun having to watch the alignment axes and doing needed killings just to keep neutrality.
Oh, how do neutrals gain reputation if they not involved in combat?
I definitely intend to having a druid of true neutrality for my main character, who minds own business, not getting involve inter kingdom activities regardless of their alignments.

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So far there isn't much of a place in the game for Druids, as near as I can tell. 'Traveller' flags are really the only kind of flag currently represented and that is pretty irrelevant for non-teamster druids.
My suspicion is that the jury is still out on these matters and we may see something in the future or if there are issues involved I don't yet see then maybe Druids will just not have a clear role othr than neutral clericsism.
The traveller flag might be handy when you're out berry picking - you can pick more berries (^encumbrance) over a greater area (^ travel) and minimize the impact. Just Kidding ;)
At some level it depends on how you want to engage in the world. Do you see yourself as a fence sitter, doing nothing, or are you going to take a more militant approach? Are you going to allow attended harvesters free resource depletion or gank 'em occaisionally to allow everyone to have equal opportunity. Are you going to lease rights to an area and provide protection? Are your a protector of wild beasts - many animals/monsters in PFRPG are actually neutral- so will you spare none who come to kill for sport? What is your position towards settling hexes? Mayhap you don't want to see the wilds tamed and will do whatever is possible to protect them and provide a third "axis" in warfare games, aligning with attackers until a settlement is destroyed then fighting the winners in an attempt to reclaim the wilds. If so, some of the flags may be of benefit...maybe?
Never stand under a druid on a tightrope - you don't know which way he's going to fall.

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Ok the idea of having your alignment move towards a direction is interesting. BUT please let the player choose the alignment they want their character to move towards when off line.
Say I am playing a druid, I sure as hell do not want my alignment to be LG just because I went on vacation for a week and couldnt play. A druid has to maintain some sort of Neutral alignment. Same applies to paladins and such.
Let the players choose their prefered alignment and have it naturaly shift towards that when you take time off from the game.

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I am not clear why people are so upset about heinous.
You raise undead and get flagged for a few minutes while they are out collecting goods for you. Nobody sees.
How does that render necromancy nonviable?
True it prevents you flaunting your cool necromantic skills in public without getting smacked by the self-righteous side... but so what, do you really expect get away with raising undead while a Paladin is watching ? Just do what is probably normal for a necromancer and do all that evil dark necro stuff in private.
Because as long as you have the undead you created you keep the heinus. It does not just go away after you create the undead you keep it for as long as that undead is around.
It is totally unfair to people who want to play a necromancer. It is all penalty and singles out a play style that people do like and just makes them targets for everyone, good and evil players alike.
It needs to be better balanced to make it so people can play as necromancers if they wish too.

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Loving the blog and Stephen Cheney's comments, though I share Valkenr's concern about the hypothetical 'fleeced' flag. I expect bandits will often fight over territory in order to maximize profits, just as in real life... when they don't, merchants will discover that hiring guards is cheaper than paying ransoms along a route, or they will find another route.
I'm fine with Traveler being limited to those with some component of neutral. That leaves a choice of 2 PvP flags for every character except True Neutral. +1 for a True Neutral/Druid flag!

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...
At some level it depends on how you want to engage in the world. Do you see yourself as a fence sitter, doing nothing, or are you going to take a more militant approach? Are you going to allow attended harvesters free resource depletion or gank 'em occaisionally to allow everyone to have equal opportunity. Are you going to lease rights to an area and provide protection? Are your a protector of wild beasts - many animals/monsters in PFRPG are actually neutral- so will you spare none who come to kill for sport? What is your position towards settling hexes? Mayhap you don't want to see the wilds tamed and will do whatever is possible to protect them and provide a third "axis" in warfare games, aligning with attackers until a settlement is destroyed then fighting the winners in an attempt to reclaim the wilds. If so, some of the flags may be of benefit...maybe?Never stand under a druid on a tightrope - you don't know which way he's going to fall.
My vision of the Druid is as Nature's Guardian. They stand stalwart against the unnatural. They understand the races and their alignments to be part of Nature and under their protection, with the exception of the undead , demons, devils and their like. But the people are to be nurtured and preserved, even with their delusionally extremist alignments 'Evil' as well as 'Good', "Law' as well as 'Chaos'.
If there is an untended mine or forestry harvester damaging the wilds it will be dismantled or broken, but if there is a player character present it will be operating efficiently, using selective cutting and other beneficial forestry methods. Tended mines are actually creating sheltered habitats that will benefit the bears and other wildkin. But untended these operations harm Nature and must be removed. If Goblins are marauding and running rampant, destroying the healthy balance of the environment, they will be struck down by lightning, thorn, staff, and arrow. If armies march, whether good or evil, they had best tread softly or their stragglers will be picked off, their supply lines cut, and the children of the wild will strike from everywhere and nowhere.

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Well, it looks like the Champion flag pretty much took care of any concerns I had about Good being able to proactively fight Evil so I'll stop squaking about that ;)
Thanks Lee...that was great to see. Some really good ideas there and it shows you guys are really listening to your customer base!
For anyone concerned that good guys will go nuts with this, remember all it takes is 1 mis-identification of a Good/Neutral target to drop our Alignment way down on the good/evil axis. So I believe anyone going Champion would likely be pretty cautious in it's use.
In fact, I could see that as a means for Griefer organizations to try to cause Alignment drops in Champions...purposefully send out a Good/Neutral character with a past history of Evil actions and get a Champion to bite on it...so personaly I'd only use it on targets that had done a significant amount of agression very recently...the kind of showed up minutes too late to the murder of 5 people and the murders are still in the area but thier Attacker flag has dropped kinda thing.
I would still like to see a mechanism for a victem/target of an attack VOLUNTARLY wave reputation/alignment hits on thier attackers. That would cover any situations not covered by these mechanics and where both sides consentualy agreed to the encounter...or just fealt the Attacker was playing according to the spirit of the game rules if not the letter. YMMV.

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A Being
If game allows people to replant the trees that would be nice and help in druid roleplaying. Lets say if your company is just gattering wood w/o replanting druids will be forced to stop you, but if you replant trees frequently they will see your company as no threath.
A company formed exclusively by nature's defenders would be amazing to see , actually!