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Alignment working as intended in 5e
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<blockquote data-quote="Sword of Spirit" data-source="post: 7055836" data-attributes="member: 6677017"><p>Older editions sometimes said things like, "Alignment is a guide to role-playing, not a straightjacket to restrict your character"...but then in practice contradicted that by making rules that reduced your choices or mechanically penalized you based on alignment. To some extent, I was fine with that, though I realize many others weren't.</p><p></p><p>In 5e, alignment really seems to fulfill that original statement. It has virtually zero mechanical effect. As far as I recall, nothing but sprites (and presumably deities or other similar creatures) and a few powerful magic items can detect, react to, or affect a character's alignment.</p><p></p><p>Alignment is still a metaphysical concept that influences the D&D multiverse, but how much or little you want to make it a part of your game is basically up to you, since mechanics aren't going to care.</p><p></p><p>For my campaign, I let the players know that alignment had very little mechanical effect, but that the primary not necessarily obvious effect of it would be influencing where the character's soul goes after they die. I asked the players at the start whether they prefer that I inform them if the direction of their behavior might be causing their alignment to drift, or whether they want me to just silently change it in my DM records, so that what is on their character sheet might no longer be accurate (and they could make that choice individually rather than as a group). They told me they didn't really care, and were fine with me just silently changing if need be. So, so far, so good.</p><p></p><p>After a year of playing the campaign, I did a mental review of the characters and what alignments their behaviors and attitudes and such would best fit.</p><p></p><p>I couldn't think of any character who wasn't acting like the alignment on their sheet. Some of the characters could be interpreted as a few different alignments, but the one they were listed as was always one of those options. Their character sheets told me what they thought their characters' alignment should be, and that in and of itself was the biggest deciding and informing factor for me as the DM, since they hadn't given any contradictory evidence in the play of the characters.</p><p></p><p>I'm not sure if the lack of mechanical impact in 5e encouraged a stress-free environment that contributed to an appropriate correlation between declared alignments and character role-playing, or if it is just that I have great players (which I do), but seeing that alignment was actually working the way it was advertised to work for decades was cool realization.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 7055836, member: 6677017"] Older editions sometimes said things like, "Alignment is a guide to role-playing, not a straightjacket to restrict your character"...but then in practice contradicted that by making rules that reduced your choices or mechanically penalized you based on alignment. To some extent, I was fine with that, though I realize many others weren't. In 5e, alignment really seems to fulfill that original statement. It has virtually zero mechanical effect. As far as I recall, nothing but sprites (and presumably deities or other similar creatures) and a few powerful magic items can detect, react to, or affect a character's alignment. Alignment is still a metaphysical concept that influences the D&D multiverse, but how much or little you want to make it a part of your game is basically up to you, since mechanics aren't going to care. For my campaign, I let the players know that alignment had very little mechanical effect, but that the primary not necessarily obvious effect of it would be influencing where the character's soul goes after they die. I asked the players at the start whether they prefer that I inform them if the direction of their behavior might be causing their alignment to drift, or whether they want me to just silently change it in my DM records, so that what is on their character sheet might no longer be accurate (and they could make that choice individually rather than as a group). They told me they didn't really care, and were fine with me just silently changing if need be. So, so far, so good. After a year of playing the campaign, I did a mental review of the characters and what alignments their behaviors and attitudes and such would best fit. I couldn't think of any character who wasn't acting like the alignment on their sheet. Some of the characters could be interpreted as a few different alignments, but the one they were listed as was always one of those options. Their character sheets told me what they thought their characters' alignment should be, and that in and of itself was the biggest deciding and informing factor for me as the DM, since they hadn't given any contradictory evidence in the play of the characters. I'm not sure if the lack of mechanical impact in 5e encouraged a stress-free environment that contributed to an appropriate correlation between declared alignments and character role-playing, or if it is just that I have great players (which I do), but seeing that alignment was actually working the way it was advertised to work for decades was cool realization. [/QUOTE]
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