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 Post subject: Re: Alignments
PostPosted: Sat Jun 07, 2014 11:17 am 
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theORplayer wrote:

I guess my main question would be: if this is allowed, when someone starts RPing outside their alignment, how is that punishable/not punishable?


I thought alignments were supposed to be the 'very core', when you can change that, doesn't that just open the flood gates to things?


A character's alignment is already mutable, but the process and requirements are vague at best and subject to abuse at worst. If alignment change were to reset the character's level to 1 and cost tokens, I would be in favor of that system. Of course, there would need to be a few restrictions:

1. Elves and griffons should only be able to shift from principled -> scrupulous or scrupulous -> principled.
2. Deep-elves should only be able to move from one evil alignment to another, not from evil to selfish or good.
3. Sprites and minotaurs should not be able to change to the dogmatic alignment.
4. Paladins should not be able to shift away from principled, hellions from aberrant or necromancers from diabolic.


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 Post subject: Re: Alignments
PostPosted: Sat Jun 07, 2014 12:09 pm 
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Dulrik wrote:

However, I am still principally opposed to any alignment change that would be illegal under character creation. No non-evil deep elves. No dogmatic sprites. No selfish griffons and paladins. Etc etc. In addition to starting over at level 1, I think this should also either cost loyalty tokens and/or require admin approval due to long-running RP (AKA the same as the current process).


I like the idea of the loyalty tokens thing, but that might be in part because I have only gotten them for RP thus far, as far as I know! I agree with the same regarding the character creation system and racial alignments.

Tojishiro wrote:
To take your limitations and push them a step further, I'm adding the following to the idea:

If Player A wants to pick an alignment not supported by his current class, then that class would switch to another, in a combination that is pre-defined. For example:

- Paladin tries to be something other than principled, or Hellion something other than Aberrant? Both get switched to Merc.
- Necro tries to be something other than diabolic? Translate it as "I'm leaving this dark, necromantic past behind and from now on I'll only work more accepted means of arcana" and switch him to Sorceror.


I like this as being possible as it's not something inborn, and would make for interesting RP, interesting and common sense rp.

FinneyOwnzU wrote:
a few restrictions:

1. Elves and griffons should only be able to shift from principled -> scrupulous or scrupulous -> principled.
2. Deep-elves should only be able to move from one evil alignment to another, not from evil to selfish or good.
3. Sprites and minotaurs should not be able to change to the dogmatic alignment.
4. Paladins should not be able to shift away from principled, hellions from aberrant or necromancers from diabolic.


All but point four I am definitely with, and if it were implemented in such a way that you could move away from your class to the next most similar (nonalignment dependent or agreeable with new alignment) class, I think that would work well, but if it weren't, I'd be on board with point 4 above as well.


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 Post subject: Re: Alignments
PostPosted: Sat Jun 07, 2014 12:39 pm 
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If it was a requirement to spend loyalty tokens I think if you wanted an alignment shift when you are a paladin/hellion/necro it should go as someone else proposed:

If you change your alignment as a paladin/hellion your class is automatically changed to mercenary.
If you change your alignment as a necromancer your class is automatically changed to sorceror.


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 Post subject: Re: Alignments
PostPosted: Sat Jun 07, 2014 5:51 pm 
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SK Character: Amorette
I like the alignment change, but I don't like class change implementations. If you want to change your alignment AND your class, you should just roll a new character. If you choose to be a paladin or a hellion, those vows are FOR LYFE. I'm with Dulrik - certain class/race/alignment combos should just be banned.

But changing your alignment? Let's do it. I'm not sure if I ever would - leveling is hard enough for the casual player without having to do it all over again - but I'd LOVE to see other people's RP if they did it.


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 Post subject: Re: Alignments
PostPosted: Sat Jun 07, 2014 7:11 pm 
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ladyjennbo wrote:
I like the alignment change, but I don't like class change implementations. If you want to change your alignment AND your class, you should just roll a new character. If you choose to be a paladin or a hellion, those vows are FOR LYFE. I'm with Dulrik - certain class/race/alignment combos should just be banned.

But changing your alignment? Let's do it. I'm not sure if I ever would - leveling is hard enough for the casual player without having to do it all over again - but I'd LOVE to see other people's RP if they did it.


I never said that I liked the idea of being able to leave your class, persay. I said if xxx then yyy. I agree with you on generally on classes though, if you choose hellion/paladin that is for life. Obviously, race restrictions should be the same. I think we all agree on that. A human that started as a necromancer, that through RP showed he doesn't want anything to do with necromancy though, starting them again at lvl 1 as a sorc, I would not find to out of the ball park. Redemption/villany stories should be rare and if it cost loyalty tokens and being brought back to lvl 1, I think it would still be rare. Those stories should be snowflake stories. Another option to help stop any truly dramatic shifts in alignment is make the LT cost scale with how drastic the change is. Principled -> Scrupulous could be like 15LT (semi-random number) but if you wanted to go from Principled -> Diabolic should cost something like 100LT just to show how unlikely, but still show it could happen. Each one should be tailored for that alignment though. I think going from Principled -> Scrup/Dogmatic is more likely than a Scrup -> Dogmatic. I can see someone who started as Dogmatic -> Aberrent/Principled more likely than than any other alignment.


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 Post subject: Re: Alignments
PostPosted: Sat Jun 07, 2014 7:28 pm 
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Nobody is talking about the elephant in the room. Does area familiarity reset with the level reset or is going to take a char grinding for 200 hrs to re level? I personally don't care because alignment change is stupid but I feel bad for rper who pulls that trigger


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 Post subject: Re: Alignments
PostPosted: Sat Jun 07, 2014 7:39 pm 
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Restarting at level 1 for an alignment change is a dumb idea.

Let's just do this as an example. You go to from high school to university and become a civil engineer. You build bridges that kill people. Somewhere down the line you have sudden pangs of guilt, and stop building bridges that kill people. Why do you suddenly lose all knowledge of how to build bridges?

It only makes sense in the context of class change. That same civil engineer decides he wants to instead play guitar in a death metal band, but he has no idea how to do that since he hadn't taken any music classes, doesn't know how to play an instrument, and doesn't even go to karaoke night. He's never picked up a guitar in his life, so while he may be a level 50 bridge murderer, he's just a level 1 guitarist.


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 Post subject: Re: Alignments
PostPosted: Sat Jun 07, 2014 7:50 pm 
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Even grep thinks this isn't a great idea in this game.

Any alignment change, whether it goes through or not, has always seemed to be accompanied by the worst sorts of community activity.

It's not worth it. I can't think of any situations where it would ever be worth it.


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 Post subject: Re: Alignments
PostPosted: Sun Jun 08, 2014 1:23 am 
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grep wrote:
Any alignment change, whether it goes through or not, has always seemed to be accompanied by the worst sorts of community activity.

This is because the requirement for making the change includes a significant length of RP effort which has been acknowledged and approved by a staff member. Yet even when that effort FAILS, the "community" can't seem to restrain itself from lambasting the staff with accusations of favoritism and cheating on that player's behalf. (Which makes absolutely no sense, but that's never stopped anyone.) By defining consistent player requirements for something that can already happen anyway, I would expect this trolling to end.

grep wrote:
It's not worth it. I can't think of any situations where it would ever be worth it.

The great thing about people is that not all of them are the same as you. What you don't think is worth it, someone else such as amandagreathouse might jump at the opportunity. Because different people value different facets of the game experience.


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 Post subject: Re: Alignments
PostPosted: Sun Jun 08, 2014 1:30 am 
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ninja_ardith wrote:
Restarting at level 1 for an alignment change is a dumb idea. Why do you suddenly lose all knowledge of how to [perform class abilities]?

I agree that it doesn't make a ton of sense at first glance, but you used a bad example. It can be rationalized somewhat in a fantasy game environment. Learning to cast spells as an evil mage might require components that required human sacrifice. You would have to relearn how to cast them in ways that were less evil. Similarly, an evil warrior might learn sword techniques that emphasize brutality and maximize pain. Again, this would need to be relearned.

But if you don't like going back to level 1, feel free to propose another mechanic that would be equally drastic and keep this change from happening to only the people who are willing to seriously sacrifice time and effort for their character development.


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