I'm all ears to anyone who can honestly tell me a single thing that playing evil in a game without open world PvP or factions would mean, mechanically, and not roleplaying wise. And no joining instanced PvP on teams with only other "evil" PCs doesn't count. About the only thing I can see it leading to besides a roleplaying opportunity is griefing with a justification of "I can do what I did because my PC is evil."
I'm all ears to anyone who can honestly tell me a single thing that playing evil in a game without open world PvP or factions would mean mechanically and not roleplaying wise. Because to me I can't think of a single thing, and no joining instanced PvP on teams with only other "evil" PCs doesn't count.
It could open up Evil-only quest lines or equipment, while restricting Good-only equivalents.
4th Edition D&D doesn't have alignments WotC got rid of them.
4th edition has alignments, just not as many as in previous editions, they combined Lawful and Neutral Evil into Evil, all the neutral alignments(LN, N, CN) are now unaligned, and Chaotic and Neutral Good are now just Good.
Leaving the Alignments, Evil, Chaotic Evil, Unaligned, Good, Lawful Good.
4th edition has alignments, just not as many as in previous editions, they combined Lawful and Neutral Evil into Evil, all the neutral alignments(LN, N, CN) are now unaligned, and Chaotic and Neutral Good are now just Good.
Leaving the Alignments, Evil, Chaotic Evil, Unaligned, Good, Lawful Good.
Hmm. Ok. I don't have the books. I haven't read them all either. Must have been something my DM when I played 4th totally got rid of.
Same here. Although I'm not even convinced of their worth as personal roleplaying tools.
After all it seems reasonable to have alignments e. g.:neutral, evil, hostile, intriguing etc. because every race has racial abilities (dwarf iron stomach) and I think it's worth conjugating Alignments with them. But being palyed up it's gonna worth doing effects of endowing characters with visual skin alteration, or in fray they can use plus combat influential skills considering their style of alignments such as auras regarding defenses, attacks, deflecting, intimidation, less life-wasting etc.
I'm slightly confused on the last post, but I think part of what will make this game great is not being lumped into any one alignment category. At least from a roleplaying perspective i see this giving us more freedom overall. Maybe certain foundry quests or other quests we encounter in game will have us change our backgrounds and backstories and i like the idea of not having an alignment system.
Depends on my mood if I help out a farmer or press money, sometimes I run around and just kill animals for fun. On the other hand, do I help out the guards to prevent greater evil, while killing everything in my path. If I have the option to bring a villain before court or kill him right there, he will be dead in a blink of an eye.
p.s. often the evil dialogues/questlines are more interesting and harder to keep going than the good ones :P
Comments
Neverwinter Official Wiki - http://neverwinter.gamepedia.com/
It could open up Evil-only quest lines or equipment, while restricting Good-only equivalents.
That's effectively factioning. Separate quest lines/rewards for different sets of players.
Neverwinter Official Wiki - http://neverwinter.gamepedia.com/
Possibly. Although they could give choices that change alignment so it's not just a static character creation choice.
4th Edition D&D doesn't have alignments WotC got rid of them.
4th edition has alignments, just not as many as in previous editions, they combined Lawful and Neutral Evil into Evil, all the neutral alignments(LN, N, CN) are now unaligned, and Chaotic and Neutral Good are now just Good.
Leaving the Alignments, Evil, Chaotic Evil, Unaligned, Good, Lawful Good.
Neverwinter Official Wiki - http://neverwinter.gamepedia.com/
Hmm. Ok. I don't have the books. I haven't read them all either. Must have been something my DM when I played 4th totally got rid of.
Same here. Although I'm not even convinced of their worth as personal roleplaying tools.
After all it seems reasonable to have alignments e. g.:neutral, evil, hostile, intriguing etc. because every race has racial abilities (dwarf iron stomach) and I think it's worth conjugating Alignments with them. But being palyed up it's gonna worth doing effects of endowing characters with visual skin alteration, or in fray they can use plus combat influential skills considering their style of alignments such as auras regarding defenses, attacks, deflecting, intimidation, less life-wasting etc.
Depends on my mood if I help out a farmer or press money, sometimes I run around and just kill animals for fun. On the other hand, do I help out the guards to prevent greater evil, while killing everything in my path. If I have the option to bring a villain before court or kill him right there, he will be dead in a blink of an eye.
p.s. often the evil dialogues/questlines are more interesting and harder to keep going than the good ones :P