4e I Has It, Is Garbage!

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4e I Has It, Is Garbage!

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Still, the failure of settings like Planescape financially is a pretty grave historical reminder of what usually awaits such high concept games, even if a small group of us are fanatical about them. Really though, that is probably an issue of scale. Keep the costs low, and I think such a system can be succesful, because it will be more scaled to the size of the audience.

Excellent points all. Though from what I (through Shemmy) have understood is that Planescape was just over the profit margin and part of the problem - as you point out - was the excess production cost...though I can't fault them because the layout was beautiful. Still, I think the problem was Planescape was being marketed to people who until then had played in less abstract settings. Planescape, imo, suffered because it was half-way between Mage and D&D with some other like In Nomine thrown in for spice.

I'm not sure what the key to Planescape's success is though I do believe there is a lot of potential in the IP beyond it being a D&D setting. There are a lot of incredible stories waiting to be told, whether its the mentality of exemplars, the 'loth conspiracy, Skall's True Death or Erin's attempt to make everyone living thought forms.

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'Anime Fan' wrote:
Sorry, Dire Lemon, if I ticked you off... :cry: I'm not trying to make hard feelings or anything, I'm just saying don't you remember when 3E first came out, everyone said they hated it, it was not true D&D, WOTC had created a dud and it was going to be a collosal failure, etc, etc...? Now some of those people are hardcore 3E/3.5 supporters, praising the virtures of 3E/3.5 wheras before, they said they'd never play it! And 3E did change some of the monsters and deities; Gruumush became Chaotic Evil (he was LE before), Maruts became Inevitables, and so on. In the immortal words of Dr. Seus... "I am Sam. Sam I am. Won't you try Green Eggs and Ham?" Laughing out loud

I don't remember. I wasn't a big D&D player when 3E came out. Didn't follow it at all.

I don't have a problem with it being different but it's not just different. It's completely different. I'm sorry for the short response but I just don't have the patience right now to write a long post only to potentially have most of it completely misinterpreted. Don't feel like you're the only one who's done it though.

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I'm just saying don't you remember when 3E first came out, everyone said they hated it, it was not true D&D, WOTC had created a dud and it was going to be a collosal failure, etc, etc...?

The difference, though, was that Dragon magazine was still around back then, and nearly every issue was filled with information on what would be changing for both 3.0 and 3.5. For 4.0, Wizards kept nearly every change top secret as long as they could. Not to mention that 3.0 and 3.5 core rules are actually complete. In 4.0, they got rid of Enchantment spells so they could give them to psions... who won't be in the game for at least a year. :roll:

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Seriously?! Enchantment is my favorite school, damn!

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It seems like they retained a few enchantments and various classic wizard spells while keeping others as rituals (which wizards excel at), but a good deal of the classics are apparently being designed for the psion, illusionist, and necromancer in the next one.

Thankfully, Necromancer Games are dedicated to publish everything that was left out from 3E in 4E as soon as possible.

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So... They made the classes more unique by removing options that were originally available to multiple ones and making them exclusive to specific ones?

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It seems like they rather reconceptualized some classes a good deal. Wizards no longer are a Swizz army knife that can overshadow every class at its own game, but are designed to fill the role of a “controller”.

On the other hand, many spells that used to be exclusive to single classes are now available to all in the form of rituals.

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'Rick Summon' wrote:
In 4.0, they got rid of Enchantment spells so they could give them to psions... who won't be in the game for at least a year. :roll:

"These aren't the droids you're looking for."

That said: Boo. Sad

Enchanters/Charm-spell-specialist mages and Psion (Telepath) are completely different from a ROLEplaying perspective. There's a long tradition of charm person (or whatever you want to call it) in Earth stories and folklore, long before humans even came up with the word "psionics."

I could argue that some powers should be psion-only, but most any ability of the charm type should be available to enchanters. (Mindlink and Mind Probe, probably not.)

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'Zimrazim' wrote:
Enchanters/Charm-spell-specialist mages and Psion (Telepath) are completely different from a ROLEplaying perspective.
Wholeheartedly agree. I hope the psion class at least will be made easy to re-flavour into an enchanter, if it doesn't turn up in a distinct form before then.

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'Dunamin' wrote:
'Zimrazim' wrote:
Enchanters/Charm-spell-specialist mages and Psion (Telepath) are completely different from a ROLEplaying perspective.
Wholeheartedly agree. I hope the psion class at least will be made easy to re-flavour into an enchanter, if it doesn't turn up in a distinct form before then.

Not to mention that, at least in 2e/3e, "psion" does not necessarily mean telepath. Looking just at movies and TV, you also have telekinesis and pyrokineticists. Edit: Oh, yeah, and precognition.

What about diviners and clairsentients in 4e?

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Divinations are pretty much entirely ritual-based now, from what I can tell.

Interestingly, though, being trained in the Arcane skill now also allows the character to sense the presence of magic and identify magical effects, much the way Detect Magic did.

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Seriously, guys. Some of you are really missing some information here. Honestly, take a look at the books if you haven't because you're under some misconceptions.

1) "Enchantment is gone! No more Enchanter wizards!"
Plenty of wizard spells are enchantment-style effects. They're just not named after the enchantment spells of previous editions because they don't do quite the same thing. The 4th Edition designers have talked about how they wanted to avoid situations like "make this Will save or become an NPC for this battle." But there are still mind-control effects and that sort of thing. That's why Charm is a keyword for powers in 4th Edition, and spells can still daze, stun, immobilize, and slow you.

Examples:
Mesmeric Hold (Wizard 13)
Sleep (Wizard 1)
Color Spray (Wizard 3)
Maze (Wizard 25)
[Don't be turned off by the levels. Level 13 isn't what it used to be.]

2) "The 4th Edition rules are incomplete!"
Not so. They just include different things than 3rd Edition did at its onset. What was "core" in 3rd Edition is not what is "core" in 4th. You can certainly play D&D for years using only these three books. I don't think it's unreasonable that you can't play your 3rd Edition campaign using only these three books.
We don't have half-orcs, but we have tieflings (charismatic tieflings, no less). We don't have bards, but we have warlords. We don't have freeform multiclassing, but we have flexible multiclassing and classes that you actually want to play. We don't have frost giants, but we have four different kinds of hags (I know which one I prefer). We don't have psionics, but 3rd didn't either.

We got tieflings as a core race! We got githyanki and githzerai in the first Monster Manual (each with a two-page spread)! We got a freakin' mezzoloth (I know you're unhappy with the word "Demon" appearing on it, but give 'em a break)! We got cyclops, goristroi, boneclaws, devourers, fomorians, slaadi, cambions, maruts, and Orcus!

I'd say that, for a setting that was discontinued ten years, two editions, and one company ago, we're doing alright. For a setting that is not played in by most D&D gamers, we have a lot to enjoy 4th Edition for. For a company that supposedly hates us so much, they seem to have made a game that works pretty well for what we want to play.

3) "The fact that someone had to BEG to get Sigil into the DMG is ridiculous."
No way. Think about what you're saying. Come on. Sigil has never, EVER been mentioned in a D&D core rule book. Not in 30 years. Now it is. Ten years after Planescape. You think this is a step back? Even 3rd Edition's Manual of the Planes had only a brief mention of Sigil, and the 4E DMG was even more accurate, in my opinion.

4) "WotC kept us in the dark for as long as possible with 4th Edition changes, and when 3rd Edition was coming out they filled their magazines with information about the new edition!"
Wizards put up article after article about the new edition on their website. They even had all their design and editing staff keep blogs about what they were working on. Yes, sometimes they teased the fans with hints as to what they were up to, or they couldn't give complete information on a system that wasn't complete yet, or they made you actually buy the books to get the whole deal, or they made you wait to find out more, but I followed the 4th Edition news pretty closely, and I had a very complete idea of what 4th Edition was like before I bought the books.
You could also turn the argument around. Wizards filled Dungeon and Dragon with 3rd Edition articles? "WotC is greedy and just wants to make you buy their licensed magazines to get any information about the new edition! The Man is making me pay to get advertised to!" 3rd Edition is being canonized now that 4th is out, just like everyone got fuzzy feelings about 2nd when 3rd came out. If you think that there's a stronger backlash against 4th Edition, it's just that you're more connected to passionate people because the Internet is more prevalent than ever.


My bottom line

I think 4th Edition is a good rule system. Maybe you prefer 3rd Edition's mechanics. Maybe you prefer 3rd Edition's cosmology. But I don't think you can fairly argue that 4th Edition is hostile toward playing Planescape.

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First off, I'm offended by 4E's alignment system. They're basically catering to all the shallow people who think Chaos = Evil and Lawful = Good. The second I found out about this change, my hopes for 4E soured.

Second of all, the core rulebooks feel severely incomplete to me. At first, I thought it was my imagination, but then it comes to my attention that Wizards is intentionally spacing out the core among several books. So, to get the equivalent of 3E's three core books, you'd have to buy several full-priced 4E books. 3E's core classes and multiclassing system made it possible to play almost any sort of character concept you can come up with. Now, 4E at the get-go not only has much less to work with, but you can't even multiclass anymore!

I don't really care if what Wizards has been doing with 4E can be considered a "good" or "bad" business choice. I just find 4E to be a kick in the crotch for the consumers and don't want any part of it. Am I gonna go riot in the streets and picket until 4E gets dropped? Nope. I'm just gonna keep playing the game I enjoy instead of spending my hard-earned cash on Wizard's latest atrocity.

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As for Sigil in the DMG, I admit I might have read too much into the desire by Wyatt not to put Sigil in the core book.

More importantly, I only have so much $ I'm willing to spend on D&D so I choose Pathfinder because:

1. James Jacobs wants it to be GW compatible
2. Pathfinder setting is cool
3. Shemmy wrote part of it.
4. The 4e team made it pretty clear that they think the GW is dead, that guardinals get a bullet in the head, etc.

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'Rhys' wrote:
No way. Think about what you're saying. Come on. Sigil has never, EVER been mentioned in a D&D core rule book. Not in 30 years.

Not so. Sigil got just as much of a mention in the 3.5 DMG, so it's been a DMG staple for around five years now.

'Spiteful Crow' wrote:
First off, I'm offended by 4E's alignment system. They're basically catering to all the shallow people who think Chaos = Evil and Lawful = Good.

If the system made sense, this would be true, but Evil is actually described in the same terms that lawful evil was in previous editions.

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Damn. Rip's right. I forgot about the 3.5 DMG having planes in it. Still, I stand by my argument that we should have no reason to demand Sigil be included in the 4E core rules this early in the game.

...

The thing about the 4th Edition alignment system, however, is that it doesn't actually exist. It's just one or two words that appear for some reason on your character sheet, on monster statistics, and in the descriptions of gods. Your character acts the way he does, and except by inferring based on behavior, there is no way in the game for anyone to ever detect, determine, or discover your alignment. It basically exists only because the concept won't die easily and it's apparently useful to new players, to help them remember that their character is a good guy and that it's okay to kill these humanoids because they have an evil alignment. No rule, mechanic, effect, or event in the game calls upon, asks, affects, requires anyone's alignment. They might as well have removed the alignment line and used that space on your character sheet to record your PC's favorite color. Red. What's yours?

Alignment is, for all intents and purposes, removed from 4th Edition. If it makes you happy, then write it down and then roleplay it. If you don't like it, then roleplay anything you like and record your PC's favorite color. It won't change the game at all and no one will be able to tell the difference.

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i'm curious Rhys, is there some advantage for PS that you see in 4e? Is it really so much better than 3.5 or Pathfinder could ever be that its worth buying?

honestly not trying to be a dick here.

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Well, I’m not going to propagandize one system or the other, since I play and enjoy both 3E and 4E regularly now. There’s certainly parts in 4E I find less appropriate for Planescape, but since Sci asked about advantages specific to this edition, one thing immediately comes to mind:

Planescape is (to me at least) very much about legendary and (literally) world-shattering events and figures, especially pertaining to the high-ups of various planes and factions – Bel’s double-double cross, the defeat of Vlaakith the githyanki Lich Queen, etc. One thing that I do find 4E does really well is make good groundwork for legendary figures with a solid basis for that tier of play, especially when it comes to legendary martial prowess. Figures such as Gith and Levistus are supposedly legendary swordsmen, yet I’ve never seen such prowess captured as well as some of the higher end martial powers in 4E. There's actually powers dedicated to specific groups of weapons like spears and flails, just as we have specific schools of magic like illusions and divinations.

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'ripvanwormer' wrote:
If the system made sense, this would be true, but Evil is actually described in the same terms that lawful evil was in previous editions.

Additionally, the new good sounds exactly like the old chaotic good to me.

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spending money on books

Yeah, if you happen you like 4E, you will probably be spending quite a bit of money on books, but the same was true in every edition! 2E had a bunch of accesory books like Tome of Magic, The Complete (fill in the blank) series, The Player's Option series, Encyclopedia Magica, etc, etc. 3E had the thin guidebooks on Classes (3.5E had thick hardbound books), The Manual of the Planes (a must-have if you play 3E Planescape!), Deities and Demigods, The Epic Level Handbook, and so forth. 4E's strategy is not something new; in every edition, the goal has been to sell us a bunch of books, not just the core three rulebooks. I have at least twenty 3E books myself, and intend to buy the 4E equivalents of them as they come out. As for those of you who are cash-strapped, well, you'd be in the same spot whether you liked 4E or not, right? Actually, if you don't like 4E, you can save all that money! Sticking out tongue

420
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What exactly is the difference with the 4th Edition alignments?

As I recall, other than a brief paragraph describing each, alignments were mainly used to restrict certain classes and prestige classes.

It wasn't until the Planar Handbook that alignments finally started to affect gameplay by restricting feats and spell domains as well as introducing spells that affected certain alignments or planar alignment traits.

-420

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There used to be spells and magic items that could detect or even change your alignment, magic weapons and tomes that could hurt you if you were the wrong alignment or help you if you were the right alignment, and planes of existence that could give you penalties if you were the wrong alignment. Plus certain monsters were vulnerable to particular aligned weapons. All that's gone now.

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Also the Paladin's detect evil ability.

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'Anime Fan' wrote:
Yeah, if you happen you like 4E, you will probably be spending quite a bit of money on books, but the same was true in every edition! 2E had a bunch of accesory books like Tome of Magic, The Complete (fill in the blank) series, ...

The same ISN'T true! In 3E, you could just buy the core three books and that worked just fine! Everything that came after PH, DMG, and MM was just optional. In 4E, you're going to have to buy more than just the three core books if you dont want to play a game without Barbarians, Bards, Monks, Druids, or Metallic Dragons, just to name a few things they're intentionally delaying.

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A similar thing was true of third edition, the majority of base classes were in books other than the core three, you had to buy all the books if you wanted all the options. The only difference between editions in that regard is which classes are in the core books.

Well, almost the only thing. 4th edition has deliberatly excised summoning and charm/compulsion from the core three, moving them into later Players Hand Books. I would hazard a guess, though, that these will end up looking far more like what we already have than what they were in 3rd.

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One thing that's annoying me about 4th ed is that some of the classes are very inflexible. For example, Rogue powers ONLY work if you're weilding a "Roguish" weapon, and Ranger melee powers ONLY work if you're dual weilding.

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I think the point is that all those other 'basic' classes in 3E were extras. For 4E they've intentionally removed classes that had been included in the 3E PH in order to make you buy more books if you want the same things you got just for buying the original Player's Handbook.

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Well, my knowledge of DnD before 3.5 is best described as nonexistant, but I have to ask: weren't most of those things only added to core for 3rd edition, and the rest for 2nd Edition?

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'Darkness_Elemental' wrote:
Well, my knowledge of DnD before 3.5 is best described as nonexistant, but I have to ask: weren't most of those things only added to core for 3rd edition, and the rest for 2nd Edition?

In 2nd edition the classes in the PHB were Warriors (Fighters, Rangers and Paladins), Priests (Clerics and Druids), Rogues (Rogues and Bards) and Wizards (Specialists and a general mage).

I know some classes were added with the Complete Handbooks. Complete Barbarian, Ninja, and Psionicist.

EDIT: Ah here we go. Wikipedia to the rescue Sticking out tongue

http://en.wikipedia.org/wiki/List_of_alternate_Dungeons_%26_Dragons_classes

A lot more 2nd ed ones than I realized. However, many of those I remembered as kits not classes.

The monk appeared in a couple of things but I can't remember which supplements. The Dark Sun campaign had a few new ones. I know there a few more but I can't remember them. Sha'irs come to mind but I can't remember what they're about.

Kits were much more prevalent throughout 2nd ed. These were templates which were applied to your character class. Like taking Paladin - Inquisitor (To take an obvious example from Baldur's Gate 2). Abilities would be lost for the gain of others. All the Complete Class and Race handbooks had handfuls of these, and they were taken at character generation.

I really liked the Dwarf Handbook Smiling

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I’m none too pleased about the wait for metallic dragons, though I can’t blame them for mixing up a bit the set of base classes in the PHB. I find the warlord a refreshing addition, much more appropriate to the settings I usually play than monks, for instance. They’ve put up a guideline for how to adapt the base classes from 3E until they come out in full here.

Charms and compulsion effects certainly are in the book, though the warlock seems more capable than the wizard at it. Some monsters are very effective at it – the mindflayer now has explicit mechanics for how to create thralls and has tricks where they use them pretty efficiently as body-shields.

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Am I the only person here who is happy to see alignment get the treatment? I've always found it to be a pretty arbitrary means of creating simplistic moral archetypes for characters. I am happy to see it pushed to the background, and taken out of the mechanics all together. I wonder if this guy has bad intentions or not.

"Lets ask some people around town and see if we can't find out a bit more... Oh wait, never mind. I forgot that I've got detect evil memorized today."

Alignment just encouraged metagaming.

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chris pramas for the win:

http://www.chrispramas.com/2008/06/4e-and-new-players.html

on alignment: as a stat i can see the logic of putting it on the back burner. however, the five alignment system is dumb. further, for me the Great Wheel was interesting precisely because it brought a moral dimension to reality. Scott Bakker once pointed out that this defines a fantasy world.

the alignment system, precisely because it painted a broad brush over moral reality, allowed a lot of interesting role playing in the nuances. Planescape became, for me, the Vertigo comics of D&D.

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'sciborg2' wrote:
however, the five alignment system is dumb.

Bingo. I wouldn't have minded if the system had been removed. I do mind if CG and LE, in particular, are removed while LG and CE stay around.

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Not sure if this has been linked to in this thread but WotC posted an excerpt about 4th Edition alignments.

This is worth checking out if you don't have the core rule books (like me).

4th Edition Alignments

I haven't read through it yet but I'm sure I'll have an opinion to post soon.

-420

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'420' wrote:
Not sure if this has been linked to in this thread but WotC posted an excerpt about 4th Edition alignments.

This is worth checking out if you don't have the core rule books (like me).

4th Edition Alignments

I haven't read through it yet but I'm sure I'll have an opinion to post soon.

-420

Okay, their "Good" alignment sounds a lot like Neutral Good, and their "Evil" alignment sounds more like Lawful Evil. I miss Neutral Evil and Chaotic Good, in that case... (LE and NE are NOT the same... compare a baatezu to a 'loth.)

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OK right off the top.

Quote:

1. A character’s alignment, chosen at character creation, can become a straight-jacket on that character’s actions. Consider the paladin we’ve all seen in play, “I had to attack the rogue, I’m lawful good,” or the rogue, “I’m chaotic good! That means sometimes I push you off the bridge; come on, don’t get mad!” or some similar sentiment when presented with a role-playing choice. For this reason, many characters stuck with neutral: a nebulous self-serving alignment (as was then defined), a “me first” mentality that didn’t necessarily promote party cohesion either.

What kind of jerks are these people playing D&D with? No amount of game mechanic tweaks will fix that.

Quote:
2. In 3rd Edition, choosing an alignment usually had the unfortunate mechanical repercussion of making the aligned player vulnerable to an opposing aligned attack of a foe. It’s not really ideal that being good made you more vulnerable to demonic attacks, for instance. Another reason some players stuck with the neutral alignment of previous editions.
Uh, yeah, that's sort of the point. Good vs. Evil, Law vs. Chaos. It's called conflict and it is the essence of drama (according to Squiggy).

Quote:
3. The alignment system was tied to game cosmology, in ways that sometimes translated to physical effects that didn’t lead to fun gameplay.
And...? What the hell, no explanation for this random, almost meaningless, statement?

-420

EDIT:

'Zimrazim' wrote:
(LE and NE are NOT the same... compare a baatezu to a 'loth.)

We can't, 'loths don't exist in 4E.

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or the rogue, “I’m chaotic good! That means sometimes I push you off the bridge

This demonstrates a profound misunderstanding of the CG alignment. CGs dislike excessive order, structure, and authority; that doesn't translate to acts of deliberate malice.

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'sciborg2' wrote:
on alignment: as a stat i can see the logic of putting it on the back burner. however, the five alignment system is dumb. further, for me the Great Wheel was interesting precisely because it brought a moral dimension to reality. Scott Bakker once pointed out that this defines a fantasy world.

the alignment system, precisely because it painted a broad brush over moral reality, allowed a lot of interesting role playing in the nuances. Planescape became, for me, the Vertigo comics of D&D.

I'm not really advocating a five alignment system. Where 8 alignments are bad, 5 are worse. But, really, with the removal of mechanics, it is much easier from a mechanical perspective to just disregard alignment all together.

As far as it adding to planescape, I remain entirely unconvinced of that, to this day. Alignment is just a poor stand in for moral and philosophical stances. Nearly everything in planescape is reflective of some actual philosophy of some kind. While I like the great wheel, the idea of alignments aren't really requisite for it to make sense. It helps simplify things by giving an easy XY axis of comparison, but occasionally that results in arbitrary or nonsensical locations, because an abberant idea has to be shoehorned in. The clashing of ideas is wonderous. Forcing that into a system of clashing alignments (or unrealistically comaptible ones for that matter) can result in cases where ideas that arent that oppositional becoming diametrically opposed. The factions, for example, can easily be played on their ideologies alone, with no need for alignment whatsoever.

To give an offhand example, you can't model something like nationalism very well with alignment. Nationalism can be a sort of contingent set of behaviors that are dependent upon who you are dealing with. You may lavish your own with goodness, but have no compunction about commiting heinous acts against your innocent enemies. But, in essence, these things are mutually exclusive with alignment. You have to start simplifying the concept in some way. "The guy isnt legitimately good. He is actually neutral evil, since he favors his own kind over all others." Ignoring the possibility that the person may very well be compassionate in one context and brutal in another, without there being any inherent contradiction in philosophy. In essence, our desire to label people evil or good is based mostly on our tendency to favor our own ideologies, and associate that with goodness. It is not 100% relativistic, but it is most certainly not so clearly delineated as D&D would make it out.

Yes, I recognize we are talking fantasy, but on some level I think alignment is just a simplistic way of categorizing group affiliation (hence align). I think fantasy should be as broad or as narrow in characterization as you want it, and alignment is just a needless restriction on that. It promotes classic good versus evil types of confrontations, and reduces enemies to unambiguous caricatures of wrongness. Now, any good GM can overcome that, but make no mistake, when you do so, you are working against the system and against the concept. Planescape is a good example of something that was pushing the concept of alignment to its limits, without quite breaking its bonds entirely. Factions in particular really challenge the necessity of it. Faction identity really supercedes alignment identity in many ways, such that a neutral good Indep could easily work with a chaotic evil xaosman. From an alignment perspective, this doesnt make sense. From an RP perspective, it does. So, in that way alignment is really superfluous, if not outright restrictive. To me, it is just the poor man's character philosophy.

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The nine-sided (or 17-sided, using the full outer planar wheel as your graph) alignment system works admirably for describing two specific dimensions of your philosophical affiliation. The law-chaos axis charts your view of the rights of the individual versus the requirements of greater social groups (the libertarian/authoritarian divide that dominates our political discourse), while the good-evil axis charts your general compassion and altruism. It's not "simplistic" - it's actually marvelously complex and flexible. There's no reason a neutral good character allying with a chaotic evil character makes any less sense than it would if you took those particular labels away. Either way you're talking about an alliance between a kind person and a sociopath; the presence of a system that charts these particular qualities doesn't make the situation any more or less likely.

Altruism is a pretty unambiguous standard - the near-universal "golden rule."

Alignment doesn't try to chart qualities like nationalism, mental disorders, personal neatness, hair color, or favorite band. It also doesn't pretend there aren't shades of gray or exceptions - being lawful evil doesn't mean you can't feel altruistic toward your limited circle, for example, as long as you're sufficiently sociopathic over all. There's obviously much more to personality than alignment, but this doesn't qualify as a weakness of the system any more than the fact that your intelligent score doesn't handle qualities like persistence or ambition is a weakness of that attribute. It does the job it's designed to do, and shouldn't be criticized for failing to do something it wasn't intended for and doesn't need to do.

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Alignments

Another thing that the alignment system does is to remove the "I'm only evil because I'm misunderstood/had a hard life/etc" excuse for evil behavior. In Planescape particularly (and D&D in general), Evil is a force itself (as is Law, Good, Chaos). Fiends are unredeemably evil, because Evil is a fundamental part of their being.

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Quote:
I think fantasy should be as broad or as narrow in characterization as you want it, and alignment is just a needless restriction on that. It promotes classic good versus evil types of confrontations, and reduces enemies to unambiguous caricatures of wrongness. Now, any good GM can overcome that, but make no mistake, when you do so, you are working against the system and against the concept.

I disagree in terms of alignment. I'd never considered anything beyond Good/Evil until the alignment system came along. Suddenly my adolescent mind burst with the concepts of Order/Chaos. If anything, it broadens one's understanding of RL because oftentimes when people try to define something as "Good" they at least partially mean something on the Order-Chaos axis.

Now, in games I agree it should be an optional system, because there are games where it will only detract from one's fun. However, I personally like having it in the mechanics precisely *because* it doesn't make complete sense. It fits my belief that no objective morality can truly define anyone, yet the tension from this presumption is what makes a great game. It's not fair that good aligned vampires can be hurt by spending time in certain parts of the Upper Planes, just as it's hard to see that the Beastlands represents Good as Innocence. If it was all clear cut and simplistic it would be boring.

I remember when someone pointed out on the PS mailing list that the Outer Planar system didn't seem just, another poster replied that justice was in the hands of the PCs. That fight to make good against the Multiverse itself, to me, is more compelling than getting to level 50 and then asking for the LoP's stats...not that Die Vecna Die! didn't have its charms.

The conflict between objective and subjective is what makes Planescape, imo, such a great setting. If everything had to be bound to an objective morality, Planescape becomes too much like the reputation system of a CRPG. If everything is subjective, it becomes less grounded in the fantastic. If Elysium has no connection to Good as a force, or the Abyss to CE, then these are just dimensions that begin to feel sci-fi.

This goes inline with my favorite comics author Grant Morrison - at least when he writes DC. He takes obscure fluff and spins it into gold. This is why I also liked the APs Paizo put out, and disdain the sterile trash that is the hackneyed battle between gods and Primordials.

Quote:
3. The alignment system was tied to game cosmology, in ways that sometimes translated to physical effects that didn’t lead to fun gameplay.

This is why I'll never buy a 4e book (edit: unless its used). I can't stand being told what's fun, especially when these claims are meant to justify the latest scam...er...product.

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'Archdukechocula' wrote:
Am I the only person here who is happy to see alignment get the treatment? I've always found it to be a pretty arbitrary means of creating simplistic moral archetypes for characters. I am happy to see it pushed to the background, and taken out of the mechanics all together. I wonder if this guy has bad intentions or not.

"Lets ask some people around town and see if we can't find out a bit more... Oh wait, never mind. I forgot that I've got detect evil memorized today."

Alignment just encouraged metagaming.

I find *alignment* to be a lot more interesting as a set of forces in the universe, rather than two words that are a permanent part of a person.

I'd rather spells like that only work on beings with that as part of their nature, like fiends for instance, rather than regular people who are too complex for such things.

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'Githyankee' wrote:
I'd rather spells like that only work on beings with that as part of their nature, like fiends for instance, rather than regular people who are too complex for such things.

Or maybe "extremely aligned" mortals, such as paladins or fanatical priests of particular deities.

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Latest pet peeve: in the 4e MM demons are mentioned as gathering in hordes, and specifically noted for not having legions. Then under the Orcus entry, it states he has legions of followers.
:roll:

Beyond that nitpick - yet notably more accurate than the 4e design teams "problems" with the GW, this whole demons smash idea is getting stale and the game isn't even a month old. The very fact Orcus draws followers and comes up with schemes against the Raven Queen is their admission to that.

Orcus was also more interesting when he saw undead as a joke, then became undead himself. There was delicious speculation as to how that affected him.

Besides, chaos vs.creation was done better in Warhammer, Primordials vs. Gods in Exalted and Scion. The MM referencing these concepts in entries sparser than 90's video game manuals just seems so sad and pathetic.

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'sciborg2' wrote:
this whole demons smash idea is getting stale

More of say, Graz'zt and Pazuzu and less of Demogorgon and Orcus might help with that.

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Hey, has everyone already seen this? The main page for the GSL?

http://www.wizards.com/default.asp?x=d20/welcome

It's got all the info on the GSL are stuff like conversion of OGL content.

It actually prohibits publication of GSL products that are backwards compatible with OGL products.

Also, if you convert an OGL product to be compatible with a GSL product you're required to cease manufacturing and distribution of the original product as of the time the new one goes on sale.

Oh yeah, and I read on the D&D website that June is officially the last month in which Wizards will offer any support for 3.5 edition.

Next thing you know they're going to start suing 3.5 SRD sights out of existence... :|

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it becomes clearer why Paizo had to make a stand with PFRPG. I can understand why Wizards wants to be able to revoke the license, but the problem lies in the lack of reasoning given.

they can pull down an entire product line if even one product pushes the envelope.

after Paizo being backstabbed on the magazines, i suspect many companies are going to be more careful dealing with WotC. if only they'd sell off pre-5th age Realms, the Blood War, the Inner Planes, and all the "anti-fun" parts of D&D to Paizo.

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'Archdukechocula' wrote:
That's really not a new trend. And I am not promoting populism in the strictest sense. My argument in that regard is that, in this case, the existence of a populist game in a gaming market is not inherently bad, and has a set of benefits.

cause, yanno, we cant come up with these rules or supplements ourselves... and we wouldnt be more free to do so if the company holding the copyright went under...

yes, i understand the problem WotC is facing. in order to stay afloat they have to keep making a product that people buy. the easiest way to do that is to recreate their entire product every few years, claiming it to be an improvement. dishsoap and most of the products sold on late night TV do the same thing ("new! and improved!"). i do rather take offense to my gaming books being sold like dishsoap, but like i said, i do understand the mindset behind it. its also pretty blatantly taking advantage of its consumer base, and your arguement of 'but we need them' really isnt cutting it for me.

i would much rather see them create a simple basic system, which allowed for a more complicated system to overlay it. best of both worlds and what not. instead they have repeatedly made simpler systems that contradict and reverse the previous, complicated systems and cut support for them at the same time. i still dont understand why 1st, 2nd, 3rd, and 4th cant all exist at the same time. because they are limited by their business practice? they need their entire consumer base to buy from just one new line of products? even if a good portion of their consumer base leave at each new edition? and even with the advent of cheap (essentially free to them) internet downloads (as opposed to printing expensive books)? and then the DDI thing is just an insult. at least with the magazine i could choose if i didnt want the content in that issue.

the alignment thing is stupid, but understandable. most people seemed to misunderstand alignment. it was always the most difficult aspect of the game to explain. it wasnt (isnt) supposed to be a limit to how your character acts, but a gauge of how it -is- acting. it is supposed to be fluid. thats the point. if your character starts acting out of its alignment, it might lose certain benefits. i could totally understand removing it completely... but disfiguring, and then removing its teeth? it just makes no sense. alignment in a fantasy world is -supposed- to be a real thing. even i appreciated that, and i (like most PS players) preferred the ambiguous neutral ground. being an evil villain left a real mark that could be felt/sensed in the world around you.

and i dont think new editions should aim to be compatible with versions they dont support... but the alignment thing really does gimp PS. PS in 2e might have gone beyond the alignments as they were presented, but it isnt really compatible with a version without (impacting) alignment at all.

on the other hand, with 'loths back in the fold, the tanar'ri armies will overrun the baatezu soon enough. which in turn will lead t them flooding out into the rest of the multiverse, tipping the balance of power enough to bring the whole thing down. thats probably the real reason WotC isnt supporting planescape: they broke the planes as part of their official campaign.

its late, sorry if something didnt make sense.

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I don't have time today to respond to each comment individually, so instead I will just generally clarify the essence of my argument, since I feel there was a couple misinterpretations.

Alignment is an absolutist judgment of the moral shape of the universe. Right and wrong are declared objective facts of the D&D world by virtue of its existence. That Good and Evil and objective features of a character also means they are objecive features of the universe. What this means, in practice, is that judgments of Good and Evil must be made from a consistent point of view, otherwise the whole concept is rendered meaningless. The concept of Good and Evil can only be consistently applied if there is a singular point of origin for that value judgment. Practically speaking, this means Good and Evil are fixed features of the universe, which means Good and Evil is not the judgment of the character, ever, but an act is in fact objectively right and objectively wrong by some standard.

The problem with this is, where is this standard originating from? Who is making this judgment of absolute right and wrong? In practice, it is obviously the GM, but the underlying implication is that there is an unyielding moral fabric to the universe that is, in essence, correct, and that deviation from that is incorrect. So a given act is and always will be evil in this world, or is and always will be good.

My problem with this is that this insists upon a couple things. One is a static world. A world in which good and evil are fixed means your characters choices are prejudged, and the actions of your character are always measured against this standard. In essence, it is as if in the real world, god came down to everyone in person, clarified his/her vision, stated what was objectively right and wrong, and corrected people when they made mistakes. In the real world, of course, we have to judge the standards of our actions without the feedback of God. This means we must reason, evolve, change, and evaluate the justness of our actions constantly, because, really, we can't reference something like alignment to determine what is and is not a Good act. Part of any spiritual struggle is the very fact that there is no way to know for sure what is right and wrong. If this were not true, theological debate would not exist. THe primary differences between any given set of christians is different viewpoints on what is and is not Good. One man's good is another's evil, and neither viewpoint can ever conclusively be shown to be wrong or right.

With alignment, this conflict is non-existent. Alignment gives us a clear reference point for what is right and what is wrong, and therefore, the conflict is between Good and Evil according to specific person's interpretation of what that is (Which necessarily must be the DM, which means players who disagree are simply wrong), and not so much different interpretations of what is Good (even if such conflicts can take place at the margins, two lawful good kingdoms engaged in a vicious war simply doesn't make sense from an alignment perspective). I should note here that I do not have the same objection to chaos and law, as these are reality reflecting principles based on physical things, and is not reflective of a value judgment, such as an act being good and evil, but is instead merely a statement of character preference for either highly ordered systems or lowly ordered systems.

Now, where this whole thing starts bothering me is actually with settings like Planescape. Planescapes central appeal is that beliefs are living breathing things that shape the universe. The universe, being shapeable, has no fixed values. Yet in the middle of this there is a judgment hanging over head in the form of alignment. Evil is a concept people almost never apply to themselves. The application of it is a subjective practice predicated on an arbitrary set of values. What is and is not considered good is highly relative (please dont confuse this with me saying that Good itself need be relative, because that isn't my point). Planescape reflects this relativism of belief halfway, by saying the shape of the world is just a reflection of thoughts, borrowing from James Derrida. But alignment challenges that very notion by saying that, contrary to this, there is an objective overlay to the universe, in the form of alignment, that can never be changed by belief. The belief that a Good act is Evil, or vice versa, can never change alignment, because alignment is a strict game mechanic based on a fixed interpretation of Good and Evil that is essentially Judeo-Christian in outlook. So, a New Guinea cannibal is undeniably Evil from a mechanical perspective, no matter what he believes, even though Planescape tells us belief shapes the universe. THis is not because we can objectively prove cannibalism is evil, although there may well turn out to be a God that informs us this is so in the aterlife.

So, the problem arises, if a person, or people, or indeed a God is convinced their actions are in fact righteous, why do we need a mechanic to tell us that Yes, they in Fact Are, or No They In Fact Aren't? Shouldn't this all be up to player interpretation? Why do we have to force a moral interpretation on a universe that seems to explicitly say the rightness of an action is determined by belief, NOT by an objective standard? To me, this very much limits how you can play around with these issues because on one level it replaces a legitimate spirtual and intellectual problem (how do we determine what is right and wrong, and what do we do in the face of that determination) with a quick and dirty answer in the form of alignment. Yeah, you can roleplay your way around it, but the fact is, alignment is making a rigid value judgment, which means you really cannot raise questions such as "What is Good really?" because the answer is provided for you mechanically. Sure you can ignore that, or broaded your interpretation of it, or try to flex things in to it, but these are all ways of working around the system itself, and once you've gone that far, you might as well dump it all together, because it provides you with a greater freedom of action both as a player and a DM.

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Law and Chaos

Law and Chaos have the same problem, berk. Suppose a Lawful Good basher wanders into a Baatezu training camp, gets captured ("recruited") for the Blood War and is ordered to begin his training by slaughtering some of his fellow prisoners (who are Good-aligned.) If he obeys the order, he's going against the laws of his Lawful Good culture or church, but if he DOESN'T obey the order, he's breaking Baatezu law and behaving chaotically in their eyes! Either way, he's breaking somebody's laws! And take Adoph Hitler (please!) for example: is he Chaotic Evil because of his wild mood swings and capricious orders, or is he Lawful Evil because he is the leader of a highly efficient, regimented, orderly army of fanatical followers who obey his every word...? It ain't easy to decide these things sometimes, just like with Good and Evil!

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'Archdukechocula' wrote:
So, the problem arises, if a person, or people, or indeed a God is convinced their actions are in fact righteous, why do we need a mechanic to tell us that Yes, they in Fact Are, or No They In Fact Aren't? Shouldn't this all be up to player interpretation? Why do we have to force a moral interpretation on a universe that seems to explicitly say the rightness of an action is determined by belief, NOT by an objective standard? To me, this very much limits how you can play around with these issues because on one level it replaces a legitimate spirtual and intellectual problem (how do we determine what is right and wrong, and what do we do in the face of that determination) with a quick and dirty answer in the form of alignment. Yeah, you can roleplay your way around it, but the fact is, alignment is making a rigid value judgment, which means you really cannot raise questions such as "What is Good really?" because the answer is provided for you mechanically. Sure you can ignore that, or broaded your interpretation of it, or try to flex things in to it, but these are all ways of working around the system itself, and once you've gone that far, you might as well dump it all together, because it provides you with a greater freedom of action both as a player and a DM.

the alignment grid exists as a objective value for the same reason armor class does. its an OOC scale for us as players to judge and agree on how the game works. the character doesnt go around saying they are lawful good, just like they dont go around saying they have an 18 AC. yes, a character can hae internal disagreement and anguish over what is good ("was it better to save the one child i knew i could, or should i have tried to save the other dozen i didnt think i could?!? was one route even more good then the other, or was one merely failure?? oh god! why art thee so cruel?!?") two LG civilizations can even war with each other simply because of different emphasis (like worship of a different god, a different aspect of LG). all characters, regardless of their alignment, by definition believe their beilief to be 'better' and 'more right' then all the others. they probably call it 'good', if they really felt like putting a label on it... or 'realistic' on the other end of the spectrum. just like people do in real life.

i do however think 1st ed. should have come up with something better then 'good' and 'evil'. but remember they were new then, and most people thought roleplaying was synonymous with devil worship. they HAD to make it pretty blatant the game was 'about' acting as lawful and good crusaders vanquishing the evil forces of the world. and because of that, being the first successful and well known game system, i think we are stuck with the terms.

and yes we need a OOC value system for this, exactly so we dont have these arguments. alignment should not limit your character actions at all. play your character as you think you should, with no thought of alignment, and the alignment will follow your character. if your referring to situations where things change directly as a result of a shift in alignment (like loss of paladin status, loss of god-powers), your character is simply having an identity crisis. in each of those situations there is a direct force telling your character what it should or should not be doing (the god, the code of ethics it embraced to begin with), and failure to comply is what loses your status (which may or may not change your alignment).

so if the alignment system itself is not limiting play (merely the misunderstanding of it), dumping it wont allow greater freedom. dumping it in fact costs the game a dynamic that has been a staple since the beginning. you questioned why two LG civilizations would war with each other... why in the world would two 'unaligned' gods war with each other? what in the hell does 'unaligned' even mean within a system that still has an alignment scale? unaligned means zero intelligence to me, a creature that acts on instinct alone. with or without alignment all the same things are possible. but with one option there is an objective grid for us to play with it, both from a game mechanics perspective, and a character guideline one.

and the insinuation in 4e (is it even insinuation when its that obvious?) that chaos is inherently evil just really bothers me. but i think i am probably preaching to the choir on this board.

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