D&D 4th Edition assumes that the most important distinctions are between Good and Evil, for some definition of Good and Evil. What if we consider Law and Chaos as primary? Three of our alignments then become Lawful, Unaligned, and Chaos.
Lawful Good and Chaotic Evil could round out the set ... but really, people follow the Law always think of themselves as doing so for the Greater Good, and there's little difference between capricious and malevolent. Let's try something interesting.
Updated 04-29-2012 at 09:14 PM by fmitchell
D&D's various alignment systems provoke a lot of discussion, partly because they have multiple interpretations and multiple purposes. To quickly review changes across editions:
Original D&D and Basic D&D had only three alignments: Law, Neutrality, and Chaos. (One version of Basic, I forget which, added "Good" and "Evil". Not Lawful Good or Chaotic Good, just "Good".) Essentially it represented which "side" a character was on
as said before, all content for samurai and ninja were added to the earlier entries for their pathfinder counterparts.
Challenge: +1d6 RKA (15 active pts) link (-1/2) OAF(-1) no range (-1/2) concentration [1/2 DCV] (-1/4) only vs. challenged foe (-1/2) real cost: 4 pts
Demanding challenge: 3d6 drain DCV (30 active pts) link (-1/2) OAF(-1) no range (-1/2) concentration [1/2 DCV] (-1/4) only vs. challenged foe (-1/2) only for non-samurai
so here's all of the psionics. I tried my best to emulate the concept of power points and boosting powers. I figure a END reserve would best emulate power points. As for boosting, keeping the powers in a VPP allow for having it as "powerful" as you need to be. Obviously, the less powerful, the less END (power points) to be used.
Natural Psionics: VPP 8 pt pool (8 active pts) 40 control (1/2 phase to change) (+1/2) (30 active pts) gestures
So still chugging along. Here is the classes (but not specific maneuvers or souldmelds) from tome of battle and magic of incarnum:
Martial Maneuvers: multipower 30 pt reserve (30 active pts) OAF(-1) full phase (-1/2) lockout [canít reuse until use 3 other maneuvers] (-1/2) link(-1/2) real cost: 9 pts
OAF being the weapon the user trained the maneuver with. Link being linked to a standard weapon attack (the OAF).