parisparisparis wrote:Kaitie wrote:When a black karma (evil) person dies, they reincarnate with less LP based on their evil karma count. The more evil the character, the less LP will carry over from their old Hearthling to their new. Meanwhile, white karma (virtuous) characters would not have any more LP loss than normal. What this does, it makes being 'evil' a little more riskier business without actually stopping anyone from choosing to be evil. And, when a person chooses to be evil, they take a higher risk than someone choosing to be good. This won't stop those who really want to be evil, but there is that price to be paid if they get caught and killed.
NO NO NO your idea is game breaking. you say this won't harm the gameplay but indeed it will. you want to put a penalty one playing style. And glorify the other one. In MY opinion we should do completely opposite. we should ban completely the good and bad definitions. Criminal acts should not be criminal at all. Sure they should have tracks and scents, but i think every action , be it killing or walking in the forest leave scents.
Game play seems to already be broken in this respect; dozens, if not hundreds, of destroyed villages laying in ruin; discouraging people from wanting to try again because when a bad person is finally (if ever) caught, they can just re-incarnate and do it again.
It could even be a part of the belief system; requiring you to have your beliefs aligned to the sword instead of peaceful.... so that you cannot be peaceful, yet a murderer or thief. These concepts are mutually exclusive to one another, and for a game based on 'realism' it either needs to be fixed or removed as a mechanic entirely, because right now evil has an advantage as you can get the LP benefits of being peaceful yet still go on a killing spree if you have the sword. This is the very definition of broken.