Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site udenva.UUCP Path: utzoo!watmath!clyde!bonnie!akgua!gatech!seismo!hao!nbires!boulder!cisden!udenva!showard From: showard@udenva.UUCP (showard) Newsgroups: net.games.frp Subject: Re: a new idea for alignments Message-ID: <972@udenva.UUCP> Date: Sun, 24-Nov-85 00:05:20 EST Article-I.D.: udenva.972 Posted: Sun Nov 24 00:05:20 1985 Date-Received: Mon, 25-Nov-85 07:55:12 EST References: <2271@iddic.UUCP> <6700007@uiucdcsp> <2301@iddic.UUCP> Reply-To: showard@udenva.UUCP () Distribution: net Organization: U of Denver Lines: 48 In article <2301@iddic.UUCP> dorettas@iddic.UUCP (Mike Sellers) writes: >I know this is getting long, but I wanted to elicit replies on an idea I had >regarding ALIGNMENTS. The idea is to make it a percentile scale (don't "n" >yet, it gets better), with Most Evil being at 01 and Most Good being at 100. >Different races have cultural ranges (hobbits normally go from 60-80, orcs >from 10-40, etc.), though exceptions are certainly possible. NO ONE starts >out any more evil than, say a 20, or more good than an 80. Scores higher or >lower must be developed. As your character goes on, his or her actions may >change the current alignment value. The referee judges whether or not an >action is more than 5 or 10 points (better or worse) away from the character's >current value. If it is, the character's alignment goes d6 points in that >direction. Also, it is likely that if a character spends time with others >of radically different alignment that he or she (or occasionally the others) >will slip in the direction of the peers (can you say 'peer pressure'?). Thus >a good character will usually not want to run around with a bunch of more >evil people, since his alignment will probably slip in their direction. There >are all sorts of other uses for this, too. For example, what if you had to >have a certain alignment value or better to get into an order of knights, or >to get to the next experience level (for paladins, say), or if you had to >have no better than an alignment of 15 to join an evil force. This would make >it so player's played their character's alignments not just as restrictive >values, but as things to be developed like any other ability. Evil characters >would always be on the look-out for things to do to make them more evil (and >maybe they gain some other kind of power or prowess by doing so), and good >characters would want to stay away from evil deeds and do good things (or >perhaps lose Wisdom points or something). Neutral characters (45-55 range) >would probably take great care not to stray to either extreme, lest they >become like these other fanatics :-). >As you can see, this idea is not fully developed, but I would like to see >what people think of it. Also, can anyone think of a better name than >"alignment"? Ethos, personality, morals, and others have been suggested, >but I'm not real happy with any of them. Suggestions? Comments? >[Flames will be sent directly to the Great Bit Bucket in the sky.] > > Thanks for listening/reading/not drooling > Mike Sellers Sounds interesting. Another idea would be to have clerics'(and paladins') spell powers modified by alignment. The closer one is to either extreme (or to 50 for neutral clerics/druids) the more effective one's spells are. Two clerics casting conflicting spells could be resolved by the use of this idea: whichever is the closest to the alignment of his/her god (or ideal, or what- ever) prevails. My idea for the name of this ranking is Morality. --Mr. Blore, the DJ who would not die! --aka Steve Howard, ...udenva!showard --"Look over there, a dry ice factory. Good place to get some thinking done"