| ZenBear |
I have a homebrew setting that I’ve developed slowly over the years that I want to adapt into PF2E. I considered using the Extreme Alignment Variant to accommodate morally grey Champions and whatnot, but upon further consideration I do feel it necessary to remove Alignment entirely to account for morally grey deities as well. In my setting the deities are created by the faith of their followers rather than the other way around, and so evil people can worship a “Good” god with angelic servants and all the holy aesthetics. So apart from adapting Good, Evil, Lawful, Chaotic damage types into, I guess Radiant, Infernal, etc. types, what else goes into this Variant Rule? Just so I don’t trip and fall over some Champion or Cleric ability, or monster feature down the line.
| HumbleGamer |
I'd consider looking at the champion tennets and causes, because they would probably end up forcing some specific gameplay not suited for the character ( for example, an evil character taking the paladin specialization would be tied to tennets of good and the paladin cause, making that combination not working ).
In addition to this, you should probably take a look at the domains and their spells, in terms of accessibility ( depends your pantheon ).
| YuriP |
I have a homebrew setting that I’ve developed slowly over the years that I want to adapt into PF2E. I considered using the Extreme Alignment Variant to accommodate morally grey Champions and whatnot, but upon further consideration I do feel it necessary to remove Alignment entirely to account for morally grey deities as well. In my setting the deities are created by the faith of their followers rather than the other way around, and so evil people can worship a “Good” god with angelic servants and all the holy aesthetics. So apart from adapting Good, Evil, Lawful, Chaotic damage types into, I guess Radiant, Infernal, etc. types, what else goes into this Variant Rule? Just so I don’t trip and fall over some Champion or Cleric ability, or monster feature down the line.
In general the big problem in usage of No Alignment Variant Rule is entire the alignment damage mechanic and good/evil spells.
You have to decide of how to adapt these damages. For example will a good damage turned into a radiance damage? And about lawful and chaotic damages? Just convert them to different named can't do too much difference in game play against outsiders but and about PCs and NPCs? They will be all neutral to such damage and immune to it at all or all them will be affected equality or te damage will be reduced by half?
About spells how spells like Divine Decree will work, followers of the same deity of the caster will be immune to it while followers of enemy deities will be fully affected while the rest will be half affected?
And how the Divine Lance will work? Who will be affected by it? How the deity will influence it?
And about Good and Evil spells how they will work? Will be free to all spellcasters independent from their deities? Or their believes of how that deity are will define what they can cast?
So there's several minor questions about alignments in many divine spells and in clerics and champions feats that need to be revised if you want to work with No Alignment Variant Rule.
It's a hard work for a GM that's already have many others problems to solve. My main recommendation is to not do this. Instead if you want thats deities are defined by the worships adapt their deities instead. If a char believe that it's deity are good and desaproves evil action so consider that this deity is good aligned for this char if the another char sees the same deity as more good/evil agnostic but instead are more lawful it's spell will be lawful align and it won't be restricted when uses an good or evil spell. I also recommend you to do the same with domains, allows to that char views to give what domains it can used based on their deity vision.
| breithauptclan |
In general the big problem in usage of No Alignment Variant Rule is entire the alignment damage mechanic and good/evil spells.
That is certainly the bigger problems.
The other one that I am aware of is items. Things like the Apotropaic Fulu and the Holy Avenger - items that have effects based on the alignment of the target or the wielder.
Jared Walter 356
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Personally, I would just remove the alignment restrictions from the dieties, and have alignment damage do half damage to any 'native' creatures, full damage against undead and planar creatures. Each caster select a "source" that they have channel: good or evil or law or chaos.
You would still need to look at anathema or possibly just ignore them completely.
This fundamentally changes clerics and champions from divine agents to zealots, but has the least game-play adjustments.
| Solarsyphon |
I personally think the extreme alignment variant is similar to the idea of having radiant and infernal damage types. For example if both radiant and good damage are limited to celestials and related abilities then they are both functionally celestial damage.
If you wanted to customize it you might assign damage types to major magical factions. Angels, demons, devils, celestial, fey etc... Creatures would be immune to their matching damage but it would effect everything else unless they have some kind of connection. It may not make sense to group all of a faction like fey together so you may exclude them from such grouping or break them into something like light and dark fey.
I also really like the intentions variant. Where alignment is about ideals and the damage dealt depends on somethings relation to those ideals. It works really well with classes that have strong beliefs like paladin or cleric.