Nerull |
11-10-2003 11:34 PM |
Quote:
Originally posted by SixOfSpades:
Question 1: One of my 3 current games stars a Wild Mage, and he's prince of a Wild Mage at that: Chaotic Neutral alignment, goes through quests without thought to morals or consequences, he might betray you if he feels like it, and quite a lot of his conversation responses are determined by my randomly hitting keys on my numeric keypad. His cohorts are just as spastic: Jan, Haer'Dalis, Korgan, Valygar, and CN Anomen. (Okay, okay, so Valygar isn't of Chaotic alignment--but this was the game in which I fought the Shadow Thief Improvements MOD, and if I'd Minsc instead of Valygar, I would simply be <u>dead</u>.) My question is this: Playing a Chaotic character with all-Chaotic companions seems all well and good, but isn't that a rather rational, logical, and lawful way to choose one's party? Which is weirder: Choose 5 Chaotic NPCs, or toss everybody's names in a hat and pull 5 at random?
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Actually, if you are playing truly random/utter chaos, you would probably add people to the party by happenstance, regardless of alignment or conflicts between members. However, you would probably boot out the more lawful ones on your own as soon as they annoyed you. Keldorn, Mazzy, etc. would probably be added, but dropped rather quickly. You would see more eye-to-eye with the chaotic ones, so they would end up lasting in the party longer. But everyone except you can be changed out.
Really challenging alternative: Grab a coin and a standard six-sided die. As soon as you have the opportunity to add an NPC, flip a coin. Heads means add them, tails means turn away. If add, then roll a die, and whoever is in that position in the party gets booted out for them. If you are short of the 6 people, you still boot out someone if you roll their number, but if you roll an empty slot you just add the new NPC. If you roll your number (roll a 1), then you choose who to lose. You will end up with some pretty whacked-out parties, but if you are trying to be the "epitome of chaos" then this might work for you.
Quote:
Originally posted by SixOfSpades:
Question 2: Since when does living off the land guarantee that you must be of Good alignment? Couldn't poachers, highwaymen, and the Atlanta Olympic bomber (who lived in the woods for about 4 years before he was finally caught) be considered Evil? And aren't Good and Evil merely relative positions, anyway? In short, why do all Rangers have to be Good? While we're at it, why can't Evil gods have Paladins? Sure, you can approximate them by having Evil Fighter/Clerics, but are the Good and Neutral gods violently opposed to bladed weaponry? Mask says, "No." (I agree that Paladins should be Lawful, though.)
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That's why I like 3rd edition over 2nd edition. Rangers = any alignment. Paladin is still Lawful Good, but a recent series of Dragon magazines introduced "holy warriors" of the other 8 alignments (including true neutral); all were quite interesting. Clerics start knowing simple weapons (dagger, crossbow, mace, club, sling, quarterstaff, spears, etc.), but as they go up in levels, they can spend "feats" (special abilities all characters get) to add other weapons like longswords, battle axes, etc. In other words, it makes more sense (I especially agree about the clerics and blunt weapons; why would gods of death and war have a problem with their priests spilling blood?).
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