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- "Chapter 4: Variant Rules"
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- "markdown": "<title level=\"1\" right=\"Rules\">[Alignment Variants](/Rules.aspx?ID=1307)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 184</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe alignment system has a long history in roleplaying games, and it helps define several aspects of Pathfinder’s worlds and characters. Yet it doesn’t work well for all games or groups. Altering or removing it offers new opportunities for your game.\n\n Pathfinder’s alignment system summarizes a character’s ideals, signals that some of the players’ opponents are despicable villains, and establishes that truly evil monsters exist. The alignment system can trouble some players because it doesn’t simulate the nuance and complexity of real‑world moral issues, which are often not so easily categorized. What is considered “good” may be heavily influenced by societal norms or religious beliefs. It’s not hard to find two kind, generous people who hold starkly differing interpretations of what good is in specific situations. The variant alignment ideas below provide examples of other options and can serve as inspiration for your own games.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1308\" />\r\n\r\n<document level=\"2\" id=\"rules-1311\" />",
- "name": "Alignment Variants",
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- "label": "Deep Backgrounds",
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- "label": "Ability Scores Variants",
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- "rarity": "common",
- "release_date": "2020-02-26",
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- "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 184</row>\r\n\r\nChapter 4: Variant Rules\r\n</additional-info>",
- "source": [
- "Gamemastery Guide"
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- "Gamemastery Guide pg. 184"
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- "source_category": "Rulebooks",
- "source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 184</row>",
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- "text": " Alignment Variants Source Gamemastery Guide pg. 184 The alignment system has a long history in roleplaying games, and it helps define several aspects of Pathfinder’s worlds and characters. Yet it doesn’t work well for all games or groups. Altering or removing it offers new opportunities for your game. Pathfinder’s alignment system summarizes a character’s ideals, signals that some of the players’ opponents are despicable villains, and establishes that truly evil monsters exist. The alignment system can trouble some players because it doesn’t simulate the nuance and complexity of real‑world moral issues, which are often not so easily categorized. What is considered “good” may be heavily influenced by societal norms or religious beliefs. It’s not hard to find two kind, generous people who hold starkly differing interpretations of what good is in specific situations. The variant alignment ideas below provide examples of other options and can serve as inspiration for your own games. ",
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