
Gallyck |

recently tussled with a deck of many things and i came out relatively unscathed. I did however get the "Alignment change" card so im going from Chaotic Neutral to Lawful Neutral. And i have no idea what im doing.
Im a Wizard 5/ Incantatrix 3. Im sitting on a rather large stack of moneys (280,000 actually).

Kazaan |
CN generally means you're self-directed and don't really care who gets hurt in the process. You won't go out of your way to hurt or help someone unless it benefits your motives. LN means you're code-directed and don't really care who gets hurt in the process. You wont' go out of your way to hurt or help someone unless it fits into your code of action. That code could be a set of city or national laws, religious doctrine, a personal code of behavior, or a fundamental guiding principal. So as far as other peoples' well-being is concerned, you haven't changed. It's just now, you've found some guiding principal to guide your actions beyond self-satisfaction; something that you'd follow even if it's inconvenient for you.

ub3r_n3rd |

I've always thought of the LN as the Judge Dredd kind of personality. The law above everything else whereas CN is all about your whims and impulses. I recently went from a CG character to a CN character (long story) and I'm playing him as pretty reckless, impulsive, uncaring, hot-headed, and looking out for only himself. It's thrown my group for a loop since in-character they don't know the reason behind the alignment shift but out of character everyone witnessed what happened...

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blackbloodtroll wrote:Why would he/she seek an Atonement spell? He/she should be perfectly happy with the new outlook on life.Atonement.
Also, due to not needing to restore class abilities, there is no additional costs to the spell.
The player is not. Also, the PC might miss the carefree outlook.
This solves everything.

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Atonement is ordinarily the go-to for this situation, but the alignment change imposed by the deck of many things has an enforcement rider: failing to act in adherence with the new alignment inflicts a negative level. Of course, I suppose the player could spend a heap on atonement and then regularly seek restoration spells in order to go on enjoying his CN lifestyle...
(I've said it before and I'll say it again: the deck of many things is a big ol' Disable-Device-proof trap.)

Kazaan |
Just remember that "Lawful" isn't just "following the law" and nothing else. Following mortal laws is just a single aspect of being Lawful and it may or may not apply to your character's particular brand of Lawful. Darth Vader is the poser child for Lawful Evil and do you think he respected the written laws of Alderan or any other place he lead the Empire to subjugate? The only laws that mattered to him were those of the Empire and anyone else's laws be damned. A Lawful character needn't even beholden to a single governmental body. Lawful can also mean following a code such as a Martial Artist's code. This could be a "never kill" code or it could be a "always kill" code or anything in between. It's quite possible to have a LG Paladin not under a deity nor any government who has his own personal code of conduct to help the innocent. He could defy a government's laws if needed to follow his own code because that's the most important law there is to him, to help the innocent, any any law that gets in the way of that loses legitimacy in his eyes.
Judge Dredd is an example of the LN alignment, but there are others as well. Cpt Piccard is another example, upholding the Prime Directive even if it means innocent people will die as a result.

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IMO, modern Japan is a very good example of a RL Lawful society and mindset.
Basically, the system makes all things work smoothly and comfortably because the people put so much effort in fulfilling their role and responsibilities. Being reliable is the utmost virtue and peer-pressure is a mighty tool for inciting people to conform.
Of course, this entails that insiders are implicitely trusted while outsiders are implicitely distrusted.
This enables controlling the influence of foreign ideas by subjecting any citizen having heavy contact with the outside to a heavy and lengthy scrutiny from his peers until they are satisfied that said contact did not "contaminate" him and that he can still be relied upon to responsibly fill his appropriate role in society.
Note that tradition in Japan is much more important than what the law actually states and that, while respecting the letter of the law is very important, the spirit of the law has near zero weight if it goes contrary to tradition.
For a Lawful character (especially Lawful Neutral), I would summarize it as follows :
A sense of responsibility is the cardinal virtue. Being unreliable is the greatest sin.
The group is far more important than the individual. in fact, the individual is defined by the groups to which he belongs.
Members of the group are ok. Outsiders are dangerous.
You should know your place in the group, respect those above you and demand respect from those below you.
You should always respect the traditions of your group (aka how people have always done things, ie the good old ways) first, the letter of the law a close second (so that you do not shame yourself on trifles) and the spirit of the law a very distant third.

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Aratrok wrote:Pretty much nothing. Actions determine alignment, alignment doesn't determine actions. You'd detect as LN and be affected by spells as if you were LN for a while, until your actions returned you to a CN alignment.This.
Exactly this.
SO. MUCH. BLEEPING. THIS.
I do not like this. A hero being brainwashed or gaining too much power too quickly and becoming a villain is a very common trope.
It would make the game poorer IMO to consider a forced alignment change as a mere mechanical effect.

MrSin |
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I do not like this. A hero being brainwashed or gaining too much power too quickly and becoming a villain is a very common trope.
Its a common trope, but in play it takes control out of the hands of the player, which isn't so fun for everyone. It can also lead to being told how to play, which also isn't very fun.

Zhayne |

The black raven wrote:I do not like this. A hero being brainwashed or gaining too much power too quickly and becoming a villain is a very common trope.Its a common trope, but in play it takes control out of the hands of the player, which isn't so fun for everyone. It can also lead to being told how to play, which also isn't very fun.
Along with the 'no saving throw, no saving throw later, can't be dispelled, doesn't wear off' nonsense. The Helm of Opposite Alignment still wins my award for dumbest magic item EVER, surpassing the Girdle of Masculinity/Femininity by a significant margin.

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I need more information than just alignment change to give you proper advice, but for now I'd say embrace it. This is roleplaying gold.
You might want to turn yourself/the party in. There's probably one big thing your wizard or the party did that you regret after your change. Go to the authorities and report it. Hell, just use Dimension Door and leave your party behind because "you have other things to do". You just had an epiphany and you need to act on it immediately. Most important, aim to never screw up in combat. Use tactics, act lawful.

ub3r_n3rd |

I personally love all the different alignments, they add more depth to the game in my opinion. Being forced to switch alignments and play out the new one is role-play gold and it's going great for me and my group right now. It adds so much dynamic to our game and allows the GM to give even more plot hooks, side quests, and stories to the campaign. Things like this make me say, "Challenge Accepted!"

Apocalypso |

For the OP:
You are fortunate that the alignment change doesn't boot you out of your class. For a paladin the alignment change would be a Huuuuge problem.
For you, ooc, it is a choice. Do you want to return to your "personal freedom takes precedence" self? Or do you want to experiment with a new lawful persona?
If the former... go for the Atonement.
If you want to try on Lawful for size, then think of a well-defined group that your character could belong to-- a race, a government, a religion,a guild, a school-- something that would fit for your character. Now, your character follows the rules of this group to the letter.
Individuals are sacrificed for the good of the whole. The good of the many outweighs the good of the few, or the one.
If you are a lawful member of Starfleet, you let your friend die, rather than allowing a primitive race to see your advanced technology.
If you are a lawful member of Starfleet, you also let an entire primitive civilization die, rather than allowing it to see your advanced technology.
If you are a lawful member of Starfleet, you try to take a terrorist prisoner for a trial, rather than kill him the minute you see him.

Makarion |

Zhayne wrote:Aratrok wrote:Pretty much nothing. Actions determine alignment, alignment doesn't determine actions. You'd detect as LN and be affected by spells as if you were LN for a while, until your actions returned you to a CN alignment.This.
Exactly this.
SO. MUCH. BLEEPING. THIS.I do not like this. A hero being brainwashed or gaining too much power too quickly and becoming a villain is a very common trope.
It would make the game poorer IMO to consider a forced alignment change as a mere mechanical effect.
I agree. In fact, I feel that if the player ignores his mandatory alignment he should be docked xp for terribad roleplaying. The GM probably should be gracious and only dock him xp OR the negative level, though.
Were I the GM, I would insist that the negative level cannot be removed by anything less than a Wish or Miracle (which is normally the only way to undo the Deck's effects). Break Enchantment could give the character temporary freedom to act his prior alignment as s/he wishes, but making the caster level check versus an artifact (the Deck) could be rough.Note, that I personally would NEVER spring the Deck on my players. The risks of destroying a party are much too great.

Gallyck |

I actually did quite well with my draws from the Deck.
+2 to one stat
1d4 wishes (I got a 2)
Next enemy you solo kill grants you a level
and Alignment change.
I used one wish to help my party get some gear back after a few unfortunate draws from the Deck.
and the gm didnt know about the "Must be used within 1d4 minutes" clause and when i told him he said my bad and let me bank one of the wishes.

MrSin |

I keep forgetting that people still use XP.
What's an xp? Is this some weird hard to keep track of number we're talking about? I vaguely remember that. I mostly remember how much of a pain it was.
I think the point of the opposite alignment gig was a big roleplaying opportunity or a trap to get players to turn on each other. The important thing is how the player feels about it. Have to be careful when you change the way they role-play, it can take control out of the player's hands. Which is just bad mojo.

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blackbloodtroll wrote:I keep forgetting that people still use XP.Which is an odd thing to forget since they are a core part of the game mechanic.
A lot of people use event based leveling.
This is really quite easy with APs, as they have an advancement track available.

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Zahir ibn Mahmoud ibn Jothan wrote:blackbloodtroll wrote:I keep forgetting that people still use XP.Which is an odd thing to forget since they are a core part of the game mechanic.A lot of people use event based leveling.
This is really quite easy with APs, as they have an advancement track available.
And yet XP is the core mechanic the game provides for levelling up, and you keep forgetting about it is all I'm saying.

Zhayne |

The black raven wrote:Zhayne wrote:Aratrok wrote:Pretty much nothing. Actions determine alignment, alignment doesn't determine actions. You'd detect as LN and be affected by spells as if you were LN for a while, until your actions returned you to a CN alignment.This.
Exactly this.
SO. MUCH. BLEEPING. THIS.I do not like this. A hero being brainwashed or gaining too much power too quickly and becoming a villain is a very common trope.
It would make the game poorer IMO to consider a forced alignment change as a mere mechanical effect.
I agree. In fact, I feel that if the player ignores his mandatory alignment he should be docked xp for terribad roleplaying. The GM probably should be gracious and only dock him xp OR the negative level, though.
Were I the GM, I would insist that the negative level cannot be removed by anything less than a Wish or Miracle (which is normally the only way to undo the Deck's effects). Break Enchantment could give the character temporary freedom to act his prior alignment as s/he wishes, but making the caster level check versus an artifact (the Deck) could be rough.Note, that I personally would NEVER spring the Deck on my players. The risks of destroying a party are much too great.
Obviously, I disagree. I would rather the player continue to roleplay his character how he wants. Frankly, if a DM ever inflicted an alignment change on me, and insisted I roleplay the alignment instead of my character, I'd hand him my sheet. It's not my character anymore.

Aratrok |

I do not like this. A hero being brainwashed or gaining too much power too quickly and becoming a villain is a very common trope.
It would make the game poorer IMO to consider a forced alignment change as a mere mechanical effect.
Indeed, a hero being brainwashed or slipping into darkness is a common and sometimes interesting trope. Changing someone's alignment mechanically does not in any way simulate or encourage this sort of roleplaying situation- it takes someone's sheet away and forces them to be a different character for no good reason.
Remember that alignment is a mere mechanical effect. Alignment exists in the game world- characters know what alignment is and how it affects things. Alignment is visible through spells, and some effects work differently on you based on your alignment. Characters know how alignment works, how they are metaphysically aligned based on the actions they take.
The appropriate response in character for a good character is probably something along the lines of: "Wow, really? That's an incredibly petty and annoying effect. Ah well, it'll go away in time. Hopefully I don't run into any smite happy inquisitors before then."

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1 person marked this as a favorite. |
...Frankly, if a DM ever inflicted an alignment change on me, and insisted I roleplay the alignment instead of my character, I'd hand him my sheet. It's not my character anymore.
I sympathize, but I don't agree. Maybe it's part of starting in an earlier generation of role-playing games, but to me it seems that your character suffering a sudden personality flip is just a role-playing challenge - not terribly different from abruptly losing an eye, suffering under a curse or being reincarnated into a... less than optimal body. Changes often affect a character that are outside his or her control; this one's just a lot more subtle than, say, baleful polymorph. There's even some enjoyment to be had in figuring out how your original personality still shines through the new alignment. "I used to love to feed stray animals. Now I love to feed human sacrifices to stray animals!"
One last comment: as a GM, I share Makarion's commitment to never dropping a deck of many things into a campaign. PCs inflict terrible injuries on themselves with that item, and even folks who luck out often have to put up with bad feelings in the group. I usually think of it as a sign that the GM is tired of his campaign but doesn't realize it yet.

Zhayne |

I started with the original Red Box, when Elf was a class. It's not a generation thing. Some things just suck, whether they're new or old. This, IMNSHO, is one of them.
And, frankly, I only play good guys. I only WANT to play good guys. I have exactly zero desire to play a villain, and absolutely refuse to do so. So if the DM tells me 'you have to be evil', I have three options:
1. Play stupid-evil and get myself killed.
2. Hand the DM my sheet and let him run the villains, as that's his job,
3. Leave the game.

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Ah, then we're contemporaries - or nearly so - my Basic D&D books had a teal cover and Erol Otus art rather than red covers and Larry Elmore art, but it was the same set of rules inside.
Count me in the Erol Otus bunch. I THINK I still have the books, and I know I still have the dice!

lemeres |

RP-wise? I guess you could just simply get your act together. You used to take things as they came, and handled them individually. As a lawful individual, you are not working under stricter guidelines.
For an example of how this might play out with archetypes in our society, you could be the hippie/party animal that has decided to get a tie and work for 'the man.' You don't have to actually believe the code you follow is the best, but simply that going against it would be troublesome and complicated. You do not need to follow moral or even legal guidelines, just the guidelines of your 'profession.'

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The point is, you can't make a player play something he doesn't want to play.
Edit: It's also a bad idea to try to. It works against the goal of the game. The meta goal is fun right?
Actually, I agree 100% with this.
What irked me in the "game mechanics only, absolutely zero roleplay impact" stance is that it actually prevents a player who would like to roleplay the forced alignment change from doing it.
Also I feel that a player who does not even want to give it the smallest try for no good reason is not really contributing to anything except his own selfish fun. YMMV

Kazaan |
The point is, you can't make a player play something he doesn't want to play.
Edit: It's also a bad idea to try to. It works against the goal of the game. The meta goal is fun right?
If there's something in Pathfinder that forces alignment change and the player is expected to roleplay it out... and he doesn't want to do that and refuses to play as a result... he doesn't want to play Pathfinder. This entitled attitude of "It's my character, you can't tell me how to play it" is just a spoiled cop-out.
"It's my character, you can't tell me I miss just because I my attack roll wasn't higher than their AC. Either I hit anyway or I walk.""It's my character, you can't tell me I'm a different alignment now because I was affected by a forceful alignment change effect. Either I get to play my original alignment anyway or I walk."
GM response in each case should be: "Ok. A boulder falls out of the sky and squashes your character dead. You forego your save. *pulls out a big red rubber stamp and slams [CADAVERIFIC] on their sheet* Ciao."

Claxon |

I don't think forced alignment changes should be imposed willy-nilly on characters, but if you are going to use it I think there has to be the rider of you must roleplay your new alignment and that you generally don't seek to return to your former alignment because you enjoy your new one.
I would be very annoyed with a player who refused to switch their role play from Lawful Evil to Choatic Good because it's "just a mechanic". That effectively says "Oh, that alignment shift just didn't happen, I'm going to ignore it."

Gallyck |

I just asked for how to play it. Lol my guy is very time oriented (profession clock maker) so lawful makes a bit more sense.
As far as the deck goes. Its fits in the campaign. and for every broken thing it tended to balance out.
We used 3 wishes and still have 3 people who got the Rogue. Seriously the odds of 3 people getting the rogue?
That was to get us back to modern time after we screwed something up in the past enough to cause the main Lawful Good deity (Basically replaces Heironeous) to end up evil and a vampire.
Good times.

Zhayne |

MrSin wrote:The point is, you can't make a player play something he doesn't want to play.
Edit: It's also a bad idea to try to. It works against the goal of the game. The meta goal is fun right?
Actually, I agree 100% with this.
What irked me in the "game mechanics only, absolutely zero roleplay impact" stance is that it actually prevents a player who would like to roleplay the forced alignment change from doing it.
Also I feel that a player who does not even want to give it the smallest try for no good reason is not really contributing to anything except his own selfish fun. YMMV
It doesn't force anything. if he WANTS to try it, he can. He just doesn't HAVE to.
If one player at the table isn't having fun, he's likely to disrupt the game and ruin it for everybody else. 'not spoiling everybody else's fun' is not selfish.

Zhayne |

MrSin wrote:The point is, you can't make a player play something he doesn't want to play.
Edit: It's also a bad idea to try to. It works against the goal of the game. The meta goal is fun right?
If there's something in Pathfinder that forces alignment change and the player is expected to roleplay it out... and he doesn't want to do that and refuses to play as a result... he doesn't want to play Pathfinder. This entitled attitude of "It's my character, you can't tell me how to play it" is just a spoiled cop-out.
"It's my character, you can't tell me I miss just because I my attack roll wasn't higher than their AC. Either I hit anyway or I walk."
"It's my character, you can't tell me I'm a different alignment now because I was affected by a forceful alignment change effect. Either I get to play my original alignment anyway or I walk."GM response in each case should be: "Ok. A boulder falls out of the sky and squashes your character dead. You forego your save. *pulls out a big red rubber stamp and slams [CADAVERIFIC] on their sheet* Ciao."
Congratulations, you missed the point entirely.
There's a significant difference between making an attack roll and saying 'I can no longer roleplay my character'. The character is the one thing, the ONLY thing in many cases, that the player gets to say is his own. The DM controls darn near everything else. That character belongs to the player, he crafted its personality, and now you're telling him he can't use it, and every last bit of RP he's done up to that point is now flushed down the toilet.
You call that 'player entitlement'. I call your approach 'tyrant DM'.

Kazaan |
Congratulations, you missed the point entirely.
There's a significant difference between making an attack roll and saying 'I can no longer roleplay my character'. The character is the one thing, the ONLY thing in many cases, that the player gets to say is his own. The DM controls darn near everything else. That character belongs to the player, he crafted its personality, and now you're telling him he can't use it, and every last bit of RP he's done up to that point is now flushed down the toilet.
You call that 'player entitlement'. I call your approach 'tyrant DM'.
What's the difference between saying, "I'm gonna kill this guy... but I will reject any bad result" and "I'm going to use this magical item... but I will reject any bad result"?
Moreover, what's the big deal about roleplaying in response to the game at hand? Something happened in the story... roll with it. If you refuse because of a sense of self-entitlement, then you're not roleplaying and you're playing the wrong game; go play WoW or something. Where, exactly, does the game end up when players are given leave to ignore any consequence they don't like? It's a group game; the DM is no more or less important than any other character but no individual player is more or less important than any other. If you have one player thinking the rules don't apply to him and insisting on taking an advantage not available to him by the rules under threat of leaving the game, let him leave. No decent player at the table will have a problem with it. If they have a problem with it, they're not a decent player and they can leave, too. No one is telling him he can't use the character he's crafted by saying he has to respond to in-game situations with proper roleplay. If he crafted a CN character and something in the course of the narrative changes him to LN, he has every opportunity to come up with his response to it in a responsible manner; figure out what that means for a CN character to suddenly shift to LN and play it out accordingly. Options have been given ranging from wholehearted acceptance of the new role, existential dilemma involving regret for past behavior, and a way to want to return to being CN in a manner befitting the LN alignment; possibly settling on TN. But to argue that he should be able to act as though the change never even happened and he never left the CN alignment is ridiculous and, quite frankly, I'd feel insulted if a DM allowed another player to do that.

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Warning, you are posting in an alignment thread.
Side question: Why do people always assume these kinds of questions are an appropriate place to discuss house rules?
In my opinion, if it's on your sheet it's in the game. You want to do whatever you want, and not follow any particular belief system? Fine, just don't put an alignment on your sheet. It's a table-matter whether or not this causes a problem. You want to claim that your character adheres to one only when it benefits you? Why not just go without? Lots of people do...
The flip side is tolerance. If someone hates gunslingers and won't play one, do you argue that opinion, too?

Kazaan |
The difference between an individual attack roll and the complete destruction of a PC's personality? Kind of a BIG swing there.
Telling someone how to roleplay their character is wrong, PERIOD, whether it's the DM, the rules, or another player.
"You missed"
"You can't tell me how to RP. My character does not "miss". He's perfectly accurate and that's how I choose to RP him. He has a long history of always hitting his target."
"Ok, well, yeah, your to-hit is very high, but you happened to miss this time."
"You're ruining my character's story! His name is Deadeye because he ALWAYS HITS."
"You rolled a nat 1; that's a miss regardless of how much to-hit you have."
"ALL MY CHARACTER'S BACKSTORY IS DOWN THE TOILET NOW!!! DON'T TELL ME HOW TO ROLEPLAY!!!"