D&D 5E Should classes retain traditional alignment restrictions in 5E?

Which classes in 5E should retain alignment restrictions?

  • Assassin

    Votes: 51 31.9%
  • Bard

    Votes: 10 6.3%
  • Barbarian

    Votes: 27 16.9%
  • Druid

    Votes: 32 20.0%
  • Monk

    Votes: 35 21.9%
  • Ranger

    Votes: 15 9.4%
  • Paladin

    Votes: 67 41.9%
  • Warlock

    Votes: 19 11.9%
  • All classes should have alignment restrictions

    Votes: 6 3.8%
  • No classes should have alignment restrictions

    Votes: 88 55.0%
  • Other, please explain

    Votes: 9 5.6%

nightwyrm

First Post
Honestly that class is poorly named.

One thing they need to do with 5e is go ahead and call them berzerkers.

Still, why does the way somebody handles themself in a fight have to constraint his entire life philosophy.

There are numerous examples in fiction/history of ferocious, berzerker-like warriors who are loyal to their lord/government system and of brilliant strategists and military commanders who are dedicated to overthrowing the rightful government or sowing chaos.
 
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pemerton

Legend
When 4E simplified alignments, the Great Wheel lost the metagame glue that helped hold it together IMO.
I think that's true, but personally I'll take the loss of the great wheel as a fairly easy price for going back to alignments closer to Basic - only instead of L - N - C we have L - G - N - E - C, which is to say the spectrum is the same but the gradation more subtle.

What I like about Basic/4e alignment (if it's going to be in the game at all) is that it presents a particular take on moral/ideological affiliation intended to support a certain flavour of fantasy RPGing. It makes no sense, for example, to ask where Joseph Stalin or Winston Churchill fits in these alignment systems, because neither is a figure in a heroic fantasy story.

Whereas the 9-alignment system purports to be a general system of moral/ethical categorisation, even though as such a thing it is obviously crap. (Evidence: of the many systems of moral evaluation that human beings have produced and defended, and sometimes fought and died for, none of them resembles D&D's 9-alignment system.)

If a D&D campaign setting operates with Lawful Good/Neutral/Evil as objective cosmological principles, I think it provides a framework for alignment reinforcement of the Lawful Paladin concept.
Perhaps, but as another poster noted this provokes endless debates about what "Lawful" means. A handful of the endless tedious examples:

*an early White Dwarf article classified Samurai as "Chaotic [whatever]" because they are individualists in their orientation. Whereas OA classified them as "Lawful [whatever]", because they are disciplined;

*one could generalise the question to zen buddhism (either in its real life form or its fantasy RPG form);

*is Calvinist Christianity chaotic (because individualist, and arguably a cultural driving force behind capitalist social systems and the US as a political entity) or lawful (because Calvinists are very disciplined and, historically, have produced some cohesive and powerful societies)?


I'm not saying we need to answer these questions - even to try and do so would break board rules - but the mere fact that they arise is evidence of the deep problems and divisions to which alignment classifications, and especially ones involving mechancial adjudication by the GM, give rise.

I think it would be fair to say that alignment restrictions on classes might only apply if Alignment is being used.

<snip>

Is that something that people would go for? Or would you want to play a non-Lawful paladin in a game that intentionally uses the 9 point alignment system? That is, do you dislike the idea of Lawful (or good) paladins or do you really just dislike the overall mechanical alignment system?
I'll answer a strong yes to the second - mechanical alignment is a needless source of game-ending fights - but also yes to the first - if a player wants to try out the idea of a scruffy, disorganised knight errant who, through his adventures, brings much-needed chaos and levity to the world (paladin of Olidammra?), why should anyone playing the game at any other table give a toss?

The main argument I would see againt this thought is that, by saying that all paladins must be lawful - and thereby, in effect, defining "lawful" as the outlook of (semi-)honourable knighthood (even black knights only strike peasants from behind!), you introduce some content to what you want "lawful" to mean in the game. But on yet the third hand (!), doing this would likely to be controversial to that group of players who already think that they know what "lawful" means, and that it is a distinct notion from that of "honourable".

So it's almost as if fantasy is so up in the air, so capricious, that it's difficult to be on the same page when roleplaying in a shared story unless a) nobody really cares about a cohesive story, or b) you hold tightly onto your imaginary conceptions for a sense of stability and belonging and common reference points.

So when you have a vision of what a Paladin (or anything else in D&D) is, it can be one of those big anchors or reference points that helps keep the story cohesive.
Sure, but isn't this primarily a table-by-table thing?

I mean, those involved in organised play are presumably obliged to suck up a somewhat incoherent story - that would seem to just go with the territory.

A concluding thought - I suspect that alignment may be a much bigger component of world-building than of play - being a handy shorthand by which GMs especially, but players also, can conceive of the moral topography of the shared imaginary space. And on the basis of this suspicion I have another one, that the popularity of alignment corresponds, to an extent at least, with the phenomena of RPGs as fiction to be read, rather than games to be played - instead of finding out whether demons hate devils love warlocks hate paladins in play, the alignment rules create a fiction we can read in advance of, or independently of, play, in which that question is already answered.​
 

pemerton

Legend
If players want to play a character who isn't bound to anyone else, they shouldn't play a divine character. The gods of D&D are fickle and the possibility of losing your powers comes with the territory. Even if you do nothing wrong, someone may just kill your patron.
This may all be true, but seems orthogonal to my point.

The question isn't whether or not the PC should be bound. The question is whether or not the player should be bound - and, in particular, bound to the GM as the arbiter of alignment at the table (which is the standard D&D approach).

As I said, I think this is a recipe for balance of power issues in play, and seems to be one of the most recurring sources of friction in D&D play.

A player can play a PC who is a slave without being enslaved by the GM. A player can play a PC who is a devotd lover without being in love with the GM. And, in my view, a player can play a PC who is a devoted and constrained follower of a god without his/her agency as a player being hostage to the GM.
 

LurkAway

First Post
The main argument I would see againt this thought is that, by saying that all paladins must be lawful - and thereby, in effect, defining "lawful" as the outlook of (semi-)honourable knighthood (even black knights only strike peasants from behind!), you introduce some content to what you want "lawful" to mean in the game. But on yet the third hand (!), doing this would likely to be controversial to that group of players who already think that they know what "lawful" means, and that it is a distinct notion from that of "honourable".
Saying that all paladins must be lawful doesn't necessarily define what is the Lawful outlook. The alignment restriction can define a paladin as a warrior dedicated to a specific code and cause. The Paladin is restricted to Lawful exactly because he/she rigidly follows this code. The Lawful restriction doesn't necessarily have to define what the code of conduct is. The default fluff for the code might be chivalry, honor, etc. and the default cause might be good, but you might change the code to something else like your Raven Queen code.

If you take away that core idea, I don't know what's left to define a paladin as a unique class (or theme).

It seems to me that the "soul" of the paladin class is that certain codes of conduct and dedication to a cause, when followed rigidly, confer certain parallel powers. Conversely, being laissez-faire or egalitarian will not reward you with paladin status. It also matters to follow a code and cause that is supported by a divine patron that fuels the powers that define you as a paladin; otherwise, you're just an ordinary knight or crusader with nothing tangible or magical to show for your idealogy.

So if there are any alignment restrictions, I don't see it as a limitation on the player, but as helping to define the essence of why and how the class operates.

Sure, but isn't this primarily a table-by-table thing?
If you're referring to an onus for creating general cohesion, then I'd say no, it's not just a table-by-table thing (unless you're playing in a very narrativist game, I guess). If cohesion was primarily intended to be a table-by-table thing, then the core rules might as well be dry text-book mechanics with little or no flavor but D&D has always provided default flavor, whether it's a full-fledged campaign settings or the default character class description or whatnot, and for years and years, many DMs and players have used this fluff as simulationist reference points which helps to create cohesion at the table.

I mean, those involved in organised play are presumably obliged to suck up a somewhat incoherent story - that would seem to just go with the territory.
I guess, but I didn't factor in organized play -- that's not the most frequent way of playing D&D I don't think.
 

Traken

First Post
Saying that all paladins must be lawful doesn't necessarily define what is the Lawful outlook. The alignment restriction can define a paladin as a warrior dedicated to a specific code and cause. The Paladin is restricted to Lawful exactly because he/she rigidly follows this code. The Lawful restriction doesn't necessarily have to define what the code of conduct is. The default fluff for the code might be chivalry, honor, etc. and the default cause might be good, but you might change the code to something else like your Raven Queen code.

This right here is one of the reasons this argument has been going on for years and years: How do you define a Lawful alignment?

Option 1: You have a very orderly personality, follow rules, and like civilizations.

Option 2: You are inherently opposed to the Chaotic side of the universe, yet this doesn't define your personality or actions.

D&D defines Good and Evil as absolutes. Undead are evil not because of the actions they take but because they are undead. If you kill babies, you are evil. If you save a random stranger, you are good.

Say you have a cleric of a chaotic deity. This cleric must follow the deity's instructions and ethics or risk losing their powers. Do you label this cleric as Lawful for following the rules or Chaotic for the actions they take?

Is there a difference between this and a Paladin's code?
 

Elf Witch

First Post
That's not really fair. You're misrepresenting the best case by focusing on the worst case. People will always come up with stupid characters, but closing off GOOD ideas because of that is ridiculous.

Bob: I got a cool idea for a character.
DM: Sure go ahead.
Bob: You the know that paladin class? The one that's all about virtue and honor and smiting evil?
DM: Of course! You want to a paladin, that ok...
Bob: But it doesn't have an alignment restriction, so I'd like to play with some flaws to make my character more interesting to play. I imagine him as honestly believing what he's doing is for the greater good, but being prone to zealotry in a sometimes destructive way. He's a paladin of the Silver Flame, but being subtly misled by the shadows bound in the Flame.
DM: An evil paladin of the Silver Flame? Are you sure that works?
Bob: I think so. He's not going to be 'eating babies' evil, obviously. Perhaps he's racist against shifters after the crusade, and is prepared to torture prisoners to get information to further the cause of goodness in his eyes.
DM: I see. I'm not sure I'm comfortable with an evil character, sorry Bob.
Bob: Oh I know, but I've been talking to Dave and his character is going to lead mine through a sort of redemption arc. And hey, perhaps he sees something of your villain in himself and sees the error in his ways.
DM: That sounds like it could work!

What's wrong with that? It doesn't matter if it's not something you'd want in your game. What you seem to be proposing is that it shouldn't be allowed in any game. Or rather, printing an extra rule that forbids it without intervention.

EDIT: I'd really love to keep talking about this, but it's far too late this side of the pond! I'll be back tomorrow!

It has been awhile since I played in Eberron and my books are not readily available but I seem to remember that it supports playing paladins of the Silver Flame in just the way you described. Eberron allows you to have evil clerics of technically good gods.

But that doesn't fit most worlds where the gods are not distant.

I feel that paladins if designed the way they always have should be lawful good. If you look at their powers it screams lawful good.

Now I believe that their should be holy warriors/champions of other alignments but they should each have their own flavor and special abilities that fit that alignment .

I think Assassins should either be neutral or evil usually they are not doing the killing openly or as form of self defense so I just don't see the good alignment. But I can see assassins who work for the crown and country so they should have a way not to be just evil.

Warlocks may have inherited their powers so just because their parents or grand parents made a pact with a demon they should be able to be any alignment they choose.

I don't like restrictions on rogues at all there are so many ways to build one why couldn't you build a lawful good rogue who focuses on scouting and adventuring skills.

And that goes for the other classes even Barbarian I don't care if he is a savage from a primitive society that does not mean he does not have codes and laws to govern their society.
 

Nivenus

First Post
What alignment would a Cleric who slaughtered his own lawful good deity in the middle of the great temple for the entire city to see because said deity told the paladin to execute his half-fiend niece for scratching the King's son be?

How would a non-epic cleric slay a deity off of their home plane? Why would a deity be physically present in a temple? Why would a lawful good deity order a cleric to kill someone for a minor offense? This seems like an absolutely absurd situation that totally misrepresents the idea of divine magic and alignments.

What if You created a class, lets call it the champion for now, and the champion's big schtick is that he has a cause: purge corruption, protect the helpless, spread the light of reason, destroy {insert big scary institution or organization}, something like that. This class gains all sorts of abilities like limited healing, broad weapon and armor selection, the option to call/train a special companion, all that good stuff.

Then at level x, whether by PrC, PP, Theme, or what have you, he can become one of several different things.

A virtuous paladin, a vengeance driven punisher, a mysterious grey cloak, or even a terrifying black knight.

I generally like this idea as I can see if representing both the "holy warrior" and "virtuous knight" archetypes quite well.

Put simply Paladin is a title to be earned, not something a base class should represent. Furthermore in my own little world a Paladin is someone who is willing to tell the rules to go take a hike when the time comes to do the right thing. The way I figure it, if alignment is a part of the game Paladins should be good, everything else is secondary.

To put it more generally, a base class should represent a sufficient range of archetypes that any alignment would be acceptable. Alignment, if it is included, should only restrict things that should be restricted.

Agreed on all points. Paladin seems more like the calling of an experienced adventurer, not someone just starting off on their adventures. And classes, while archetypal, should be capable of breaking out of their default archetype.

Still, why does the way somebody handles themself in a fight have to constraint his entire life philosophy.

There are numerous examples in fiction/history of ferocious, berzerker-like warriors who are loyal to their lord/government system and of brilliant strategists and military commanders who are dedicated to overthrowing the rightful government or sowing chaos.

Got to agree here. If anything, barbarians strike me as more lawful than anything else, since they have as much self-discipline and control as a monk does: it's just that control is put into a focused kind of feral rage, rather than into quasi-supernatural wuxia abilities. At the end of the day, though, both require a character with a great degree of self-control.

Mind you, lawful does not necessarily equate to self-control - the inverse idea of chaotic characters as id-driven madmen is not a particularly good one - but if we're going to go down the route of combat style = alignment, then I can see barbarians qualifying for lawful as easily as chaotic.

Honestly, barbarian is a silly idea for a class to begin with, based on racist ideas of the Germanic and Celtic warriors of antiquity, but since people want it I wouldn't deny them the option. I'd just like to see it fleshed out a bit more and perhaps reflavored as the berseker class others have described. There should be urban barbarians and rural fighters, too.

I think that's true, but personally I'll take the loss of the great wheel as a fairly easy price for going back to alignments closer to Basic - only instead of L - N - C we have L - G - N - E - C, which is to say the spectrum is the same but the gradation more subtle.

What I like about Basic/4e alignment (if it's going to be in the game at all) is that it presents a particular take on moral/ideological affiliation intended to support a certain flavour of fantasy RPGing. It makes no sense, for example, to ask where Joseph Stalin or Winston Churchill fits in these alignment systems, because neither is a figure in a heroic fantasy story.

Whereas the 9-alignment system purports to be a general system of moral/ethical categorisation, even though as such a thing it is obviously crap. (Evidence: of the many systems of moral evaluation that human beings have produced and defended, and sometimes fought and died for, none of them resembles D&D's 9-alignment system.)

How's this relevant? The nine-alignment system was never meant to represent a real-world code of ethics - that would have been far too controversial and subjective. It's meant to represent a spectrum as well as the kind of cosmic conflicts common to many mythologies. Good vs. evil, per the Abrahamic faiths, and law vs. chaos, which was more common to many of the polytheistic faiths of antiquity such as Babylonian or Norse mythology.

Yes, the definitions can get muddy at times, but it is, IMO, a broader and more interesting take on morality than the black and white of good vs. evil or law vs. chaos on their own.

Perhaps, but as another poster noted this provokes endless debates about what "Lawful" means. A handful of the endless tedious examples:

an early White Dwarf article classified Samurai as "Chaotic [whatever]" because they are individualists in their orientation. Whereas OA classified them as "Lawful [whatever]", because they are disciplined;

The former definition makes no sense. Real-life samurai were very definitely lawful or at least were supposed to be. Fealty to your social superior was one of the highest virtues of bushido.

I'll answer a strong yes to the second - mechanical alignment is a needless source of game-ending fights - but also yes to the first - if a player wants to try out the idea of a scruffy, disorganised knight errant who, through his adventures, brings much-needed chaos and levity to the world (paladin of Olidammra?), why should anyone playing the game at any other table give a toss?

I think mechanical alignment should be a supplemental option and flavored alignment a flavored option with the core books themselves. However, I agree that in general players should be allowed to play character they want to play. I see alignment as a tool a player can use to guide their roleplaying, not as a requirement or a straightjacket.

The main argument I would see againt this thought is that, by saying that all paladins must be lawful - and thereby, in effect, defining "lawful" as the outlook of (semi-)honourable knighthood (even black knights only strike peasants from behind!), you introduce some content to what you want "lawful" to mean in the game. But on yet the third hand (!), doing this would likely to be controversial to that group of players who already think that they know what "lawful" means, and that it is a distinct notion from that of "honourable".

Honor is a part of D&D "law," not its sole sum, any more than mercy is the sole sum of "good." It's an important component and a lawful character considers it to be a virtue, but it isn't the end-all of the alignment.

And on the basis of this suspicion I have another one, that the popularity of alignment corresponds, to an extent at least, with the phenomena of RPGs as fiction to be read, rather than games to be played - instead of finding out whether demons hate devils love warlocks hate paladins in play, the alignment rules create a fiction we can read in advance of, or independently of, play, in which that question is already answered.

I think you're probably right about this, actually. I think alignment appeals mostly to players who like to immerse themselves in the game's story and setting and is less appealing to those who'd rather just get on with the game.

The Lawful restriction doesn't necessarily have to define what the code of conduct is. The default fluff for the code might be chivalry, honor, etc. and the default cause might be good, but you might change the code to something else like your Raven Queen code.

I'm entirely fine with paladins being, by default flavor, lawful good. And your suggestion seems like a good one, that the game would be flexible enough to allow characters who are playing as paladins but don't want to be LG to change that to reflect a different set of beliefs or values.

However, I'd disagree that it would necessarily have to be a set of "lawful" beliefs or even a code of behavior precisely. A paladin (or whatever) could simply embody a particular outlook on the world. A chaotic paragon, for example, wouldn't obey a code of behavior detailing how to be "chaotic." That's lawful's shtick. Instead, they'd follow their own conscience, believing very strongly in principles like individuality and freedom, opposing all forms to enforce conformity or law.

In other words, the CN paladin would be held to a higher standard of chaos than the LG paladin, but because of the difference in the two alignments the way they'd go about demonstrating that would be markedly different.

Again, though, I'm fine with LG paladins being the default, so long as other options are available.

So if there are any alignment restrictions, I don't see it as a limitation on the player, but as helping to define the essence of why and how the class operates.

This is how I see alignment in general, though I'm a bit more ambivalent about specific class restrictions.
 

Rampant

First Post
It was an epic cleric, temple had a permanent gate installed straight to the big guy's throne room, it was a god whose major claim to the area was the whole anti-fiend thing so the cleric had spent the last few years campaign time doing every humiliating, and dangerous, thing it took to keep the kid from getting slaughtered as fiend tainted (thus how he'd gotten to epic lots of quest and RP bonuses), Admittedly it's a bit more complex then I represented, but I was trying to summarize.

It's a long story involving about a hundred parole officers, no less than seven witch hunts, a chosen one, and 6 barrels of dwarven holy water too many.

I'm honestly curious though, not trying to be snarky or anything. Most DnD gods act in a manner more in line with their personal agendas than the alignment system they're nominally in.
 

Viktyr Gehrig

First Post
There are numerous examples in fiction/history of ferocious, berzerker-like warriors who are loyal to their lord/government system and of brilliant strategists and military commanders who are dedicated to overthrowing the rightful government or sowing chaos.

Random, off-topic thought: If Fighters are the INT warriors, and Barbarians are the CHA warriors... who are the WIS warriors?
 


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