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  1. #21
    Cosmetic Guru Aelonwy's Avatar
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    Quote Originally Posted by Cordovan View Post
    Even if we do start dipping into more traditionally dark paths with some of these Archetypes, we still won't have Evil alignment in the game, and we have no plans to bring it into the game.
    You could still have alignment restrictions on the new archetypes without having players access evil alignments. Do it the way warlock pacts are handled - Dark Apostate might disallow good but all other player alignments welcome.
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  2. #22
    Founder & Super Hero Arkat's Avatar
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    Quote Originally Posted by Dendrix View Post
    No to Evil Alignment for Player Characters

    Evil Alignment lets people say "I griefed you raid/quest/whatever because I my player character is evil" rather than having to accept "I griefed you raid/quest/whatever because I, the player, am a git"

    replace git with any appropriate word
    Absolutely.



    Quote Originally Posted by Aelonwy View Post
    You could still have alignment restrictions on the new archetypes without having players access evil alignments. Do it the way warlock pacts are handled - Dark Apostate might disallow good but all other player alignments welcome.
    This makes sense.
    Quote Originally Posted by Aelonwy View Post
    Quote Originally Posted by Cordovan View Post
    The release notes themselves are essentially the same as was seen on Lamannia most recently.
    This^, in so many words, is how you say time and feedback on Lamannia are wasted.

  3. #23
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    Quote Originally Posted by cadaverash View Post
    Barbarians, bards, monks and paladins are hit with alignment difficulties, but having a lawful good necromancer is just fine?

    I think I saw a filigree that had smites and negative healing on it, so a lawful good necro/pali is okay but a lawful good bard is not?
    I think those ones make sense, though. Barbarians are inherently freedom-seeking, they reject the order and structure of civilized society. Bards likewise have to be free to roam, they wont let themselves be tied down. They're inherently non-Lawful.

    Paladins and Monks, however, are all about their place in the order and structure of their chosen lifestyle. You cant live a monastic life and not be Lawful. And you cant be a Paladin (as they exist in DDO) and not be Good. I'd be down for a Blackguard archetype that was locked into LN though.

    However, Necromancy isnt inherently evil or chaotic in the way that those classes are inherently lawful or not. Its simply a tool, not a mindset or philosophy, and a tool can be used for anything the user intends it.

    Quote Originally Posted by Aelonwy View Post
    You could still have alignment restrictions on the new archetypes without having players access evil alignments. Do it the way warlock pacts are handled - Dark Apostate might disallow good but all other player alignments welcome.
    Yeah I wouldnt be surprised if DA was alignment-locked out of Good, and they mandated that it was a specifically non-good archetype...but by the above logic, I wouldnt be surprised if it wasnt, either, and just let the player decide

  4. #24
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    Quote Originally Posted by fatherpirate View Post
    With archetypes coming down the pipe
    which includes a clearly evil character path (literally), one
    of the early game design choices comes into question.

    Early in game development, the choice was made to
    exclude D&D's evil character alignments.

    With that, the early game was true to it's word and excluded
    evil player character options and mechanics.

    That has long since changed.

    The game now includes OBVIOUSLY evil
    character trees and now evil archetypes.

    This creates immersion lunacy.

    Pally/Pale Masters
    Lawful good evil clerics
    Lawful good assassins

    and so on

    Evil alignments in D&D itself are gates
    to prevent nonsensical evil/good heroes

    In D&D
    Assassins can not be good
    Necromancers (Pale Masters) can not be good
    Dark/evil clerics have to be evil

    Since SSG is dead set on adding evil character trees
    and evil archetypes it is time to also add
    evil alignment

    AND

    properly restrict 'good' alignment characters
    from using 'evil' skill trees.

    also some 'good' align trees should be equally
    restricted from evil player characters.

    got to be fair.
    No


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  5. #25
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    Quote Originally Posted by Alternative View Post
    In this case, can we get Blackguard as an archetype, instead of that lame Fisting Pally?
    I don’t think so


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  6. #26
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    Quote Originally Posted by spifflove View Post
    Good and evil go hand in hand, there never is one without the other.
    We are the good and fight the evil and I wouldn’t say they go hand in hand I say they always strive against each other


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  7. #27
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    nah, does not need to be addressed at all.

  8. #28
    Community Member fatherpirate's Avatar
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    Quote Originally Posted by Cordovan View Post
    Even if we do start dipping into more traditionally dark paths with some of these Archetypes, we still won't have Evil alignment in the game, and we have no plans to bring it into the game.
    So I guess it is TABOO
    fine.

    your game, not mine.

  9. #29
    Community Member FuzzyDuck81's Avatar
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    Quote Originally Posted by fatherpirate View Post
    So I guess it is TABOO
    No, taboo is the noise made by ta'ghost.
    I used to be with it, but then they changed what it was, now what's it is weird and scary to me.

  10. #30
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    Fatherpirate, you are right, but it cannot happen because it would unleash a tidal wave of grief. As far as I am concerned, many DDO characters are flat out evil, especially the ones who rely on negative energy. Many quests require some really evil behavior of our characters. However, adding evil alignments will only encourage the crazies and they are out there, waiting for an excuse.

    Despite my hard stance on evil characters, I agree with FuzzyDuck81 with regards Assassins. I have always felt the Assassin tree is badly misnamed. Since day one, I have played my avatar and her associates as former special forces soldiers, based on the experiences of my dad and many of his friends who served in the military. They learned and did all sorts of crazy stuff. We just play at being awesome. They are the real deal. I never play in Shadowdancer because that tree is all wrong for a special forces character. We don't have a proper Epic Destiny tree for special forces type rogues at all.
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  11. #31
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    The non-evil alignments in DDO are a tool for writing quests and setting up a narration. It's much easier and smoother to write PCs facing forces of evil like Vecna, the Lord of Eyes, Lolth, Vaunt, and the like when they aren't the lot that share the morals of these villains (like lust for murder, no regard for mortal life, greed, enjoyment of making the life of others miserable, hunger for destruction, etc.).
    Quests are made with the idea in mind, that the character has an intrinsic motivation to do that quest (as being a survivor of the Last War lured by riches and fame in Xen'drik and a lack of other skills that can be applied in a regular life), and the quests are mostly linear, which means restricting actions, and with the "goodish" values as a base line, it's easier to let make them sense.

    "A Lesson in Deception" is a great example, where you're walking a linear quest with a "goodish" reason, you want to save people generally while also finding the bad guy, even though you have to abandon other people while doing so or losing your allies in return. Now imagine how easy all of this comes undone, when you run it with a character that puts itself so much in front, that it's willing to make other people consciously suffer for their benefit. Then try to imagine to re-write the quest to adher to both types of characters, and every minute you spend writing and thinking becomes a day of development time. Now consider that most people won't even read the quest properly during their first run. Worth it? Not in my books.

    DDO is just a P&P group with several DMs that decided they don't want to write stories for evil characters, and that's absolutely OK.




    Alignment restrictions for certain classes come straight from the license of D&D 3.5e and can't be ignored that easily, as it's part of the identity of said edition. Yet archetypes actually are a work-around that.
    Quote Originally Posted by Lynnabel View Post
    Archetypes are not just 1 different enhancement tree, though. They can have different class feats (for example, a Warlock Archetype that has new pact choices, or limits your pact choices to something thematically appropriate), different spellbooks (for example, a Bard that focuses more on illusion spells at the expense of its sonic options), replace more than one tree or all of them (for example, a Druid that is a pure caster and forgoes its Wild Shape forms), and even different alignment restrictions (for example, a Paladin that would very much like you to NOT be lawful good).
    Do I believe that playing a good necromancer is easy in the P&P? No, while there is one argumentation I'd be almost OK with (so far), these methods are really "not good" in my books. Would I put an alignment restrictions on one of the base trees for a class (so training core 1 requires certain alignment)? Heck no, that'd be far worse. If you're annoyed by lawful good necromancers in DDO: Blame PM being a tree for every wizard, not that it exists.
    Nothing in this game is essential, unless you are a power-gaming & unimaginative lemming who follows everyone else, without having any form of creativity or original thought rolling around your brainpain...

  12. #32
    Bwest Fwiends Memnir's Avatar
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    I have to admit I find the argument against Evil carries significantly less water with me sinince Dark Ap was announced. This makes the house rule against it make a lot less sense, and is one I'd have to argue at the table were this pen and paper.

    In the end, it makes no difference to me one way or the other if Evil alignments were added to the game. I'd not play the alignment because I don't enjoy playing the bad guy, or even the anti-hero. But, I think this decision of DA puts a lot of stress on SSG's position not to.
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  13. #33
    Community Member Oxarhamar's Avatar
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    Quote Originally Posted by fatherpirate View Post
    So I guess it is TABOO
    fine.

    your game, not mine.
    It's not taboo at all there are legit reasons why not

    At least it's been addressed not the first time
    Last edited by Oxarhamar; 08-12-2022 at 06:53 PM.

  14. #34
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    Alignment in this game means next to nothing.
    Not sure why SSG is against it at this point really.

    But hey, if you want to be evil, go neutral and then put in your bio that you are actually evil. Its essentially the same thing.
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  15. #35
    Community Member Buddha5440's Avatar
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    Quote Originally Posted by cadaverash View Post
    Barbarians, bards, monks and paladins are hit with alignment difficulties, but having a lawful good necromancer is just fine?

    I think I saw a filigree that had smites and negative healing on it, so a lawful good necro/pali is okay but a lawful good bard is not?

    Maybe remove alignment from the game.
    Almost no-one in this MMO actually plays their alignment. Which is why I refer to it as an MMO rather than an MMORPG.

    and let's face it... we're all Chaotic Neutral anyway
    Last edited by Buddha5440; 08-12-2022 at 08:20 PM.
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  16. #36
    Community Member fatherpirate's Avatar
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    2 things

    Griefers will grief regardless of alignments.
    It is silly to think otherwise.

    With D&D alignments, It would only be fair if you
    1) Use them all as given IN ALL VERSIONS OF THE RULES FROM THE
    VERY FIRST Ed. TO CURRENT.

    2) or use NONE OF THEM. No alignments at all.

    To use some and not others is arbitrary.

  17. #37
    Community Member Oxarhamar's Avatar
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    Quote Originally Posted by fatherpirate View Post
    2 things

    Griefers will grief regardless of alignments.
    It is silly to think otherwise.

    With D&D alignments, It would only be fair if you
    1) Use them all as given IN ALL VERSIONS OF THE RULES FROM THE
    VERY FIRST Ed. TO CURRENT.

    2) or use NONE OF THEM. No alignments at all.

    To use some and not others is arbitrary.
    2 it's not arbitrary at all there are legit reasons

    1 no version of the rules other than decided on by the DM in this case the devs is required for fairness

    On fairness the alignments available or not are available or not to all players that's 100% fair

    not including evil doesn’t has anything to do with fairness

    Quote Originally Posted by Eladrin View Post
    By default, it's actually by the rules.


    There's also the practical matters that most of our quests assume that you're of a heroic nature.

    I've played or run many campaigns where evil characters were permitted, and they can be a lot of fun, but it's a house rule to permit them. My very first 3E character was actually an evil ranger, created mostly because rangers had to be good aligned in 2E.
    If you follow that quote you will see that it's following the rules of 3.5 YW
    Last edited by Oxarhamar; 08-13-2022 at 02:09 AM.

  18. #38
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    Quote Originally Posted by fatherpirate View Post
    With D&D alignments, It would only be fair if you
    1) Use them all as given IN ALL VERSIONS OF THE RULES FROM THE
    VERY FIRST Ed. TO CURRENT.
    One thing that is mentioned in a lot of the D&D official guidebooks is that is that the rules are meant as guidelines and that you're encouraged to adapt them to your own desires. In this case our DM does not want evil characters in their campaign.

  19. #39
    Community Member mr420247's Avatar
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    1 iconic 8x 11 arche **** done x3s whats the problem
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  20. #40
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    Evil is as evil does.

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