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Gameplay | Topic subject | From the Battlefield: Alignment as a number | Topic
URL | https://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=54984 |
54984, From the Battlefield: Alignment as a number
Posted by Valguarnera on Wed 31-Dec-69 07:00 PM
Disclaimer: I don't know anything about the character whose thread prompted this question, and am just answering in general.
From the pbf that this character's align got bumped from 1000(good) to 750(good). Does this impact at all or not until it becomes (neutral)?
There's two ways to check alignment. The most common is just a trinary G/N/E, where a check has to "pick" one. 'Score' reports like this. If this check changes for you, it will make a large difference to your character.
Less often, alignment can be checked against the actual number. All characters start as "pure" good (+1000), evil (-1000), or neutral (0). (*) Strongly alignment-associated skills, abilities, and items that have some randomness to them can use this as a weighting factor. This used to get modified more often by the use of certain infamous items, but now it's mostly commonly changed only after an observed RP trend. If this number changes for you, it will make a small difference to your character.
IC, a description of current alignment status can be discerned by the Know Alignment ability. The character in question would have shown up as less than "pure good". A healthy number of NPCs reside in one of these more neutral-ish states.
(*): I would consider having good/evil characters starting at a slightly more neutral number, with larger magnitudes reserved for those characters who 'earn' their alignment in action. Right now, we can effectively only mark characters as "less" good/evil because the scale stops at +/- 1000.
valguarnera@carrionfields.com
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55005, Calling attention to...
Posted by Akresius on Wed 31-Dec-69 07:00 PM
"...but now it's mostly commonly changed only after an observed RP trend."
1) It really does take a trend of incidents happening for alignment to move along the scale (not change). A recent example would be a goodie who grouped with an evil across a neutral bridge despite warnings. A goodie dwarf who kills neutral dwarves despite repeated warnings might also get a shift.
Let me reiterate Valg's explanation: ... "If this number changes for you, it will make a small difference to your character."
2) This is also, Ryan, one of the reasons we log information in character histories. :-P
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55006, It's good to know there's going to be a warning first.
Posted by Murphy on Wed 31-Dec-69 07:00 PM
A lot of stuff I did on my goodies had me worried. I figured I did what the character(s) would do but it'd be a bummer to have an alignment shift without warning.
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55018, Not always.
Posted by Valguarnera on Wed 31-Dec-69 07:00 PM
If something's egregious enough, there's plenty of precedent for just making the change on the spot. You'll generally get some sort of clue that something has happened (for example, an IC echo directly to you, or a nearby NPC starting a dialogue), but that's different from a warning.
valguarnera@carrionfields.com
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55017, Kanye appreciates the shout-out. NT
Posted by TMNS on Wed 31-Dec-69 07:00 PM
NT
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54999, Cool
Posted by incognito on Wed 31-Dec-69 07:00 PM
That's more interesting than I had expected. Thanks.
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54986, Please do that. nt
Posted by Artificial on Wed 31-Dec-69 07:00 PM
nt
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