The Human Target
Adventurer
Number of Alignment table arguments in 3e?
Many.
Number in 4e?
None.
That's all I need to know.
Many.
Number in 4e?
None.
That's all I need to know.
I don't know much about 4e, but what's the difference between unaligned and neutral? Choosing an alignment that's not an alignment just sounds munchkin to me.
I know a guy who runs his 3.5 game with no alignments. It works for him most of the time but it takes constant reworking of the rules, and game balance is often skewed because alignment is also a game balance tool. With complex systems like 3.5 it's often a slippery slope changing things and alignment isn't as insignificant as it may seem at first.
Without getting too far off topic into a discussion of what alignments mean, I'll say it would be nice to have more definition in the rules as to just how to apply it to common situations. The ubiquitous scenario "Do you kill the baby orcs?" comes to mind.
But I digress... changing stuff, especially iconic stuff like alignment, so drastically in 4e does seem to be driving all the "does it still feel like D&D?" questions coming from 5e development. My playgroup didn't think about changing editions until years after Pathfinder had come out, but it was that exact thing that made PF much more appealing than 4e. And I think brand identity in the internet age is worth a lot less than the bean counters think. Branding didn't stop eveyone I know from choosing Pathfinder instead of a less attractive "D&D" branded option. That said, not many of us were happy about that either, so maybe brand identity does count for something... just not what they think.
I could have sworn this idea was around earlier. Mordenkainen was said to be the absolute embodiment of True Neutral. No one could predict whether he was going to help people or destroy them all because he'd switch sides in order to balance things out.However, during the time of 1e, a series called Dragonlance came out. It redefined Neutral as more trying to keep the balance between the forces of good/evil and law/balance. Suddenly instead of simply someone who really wasn't any of the alignments, they had to be some sort of balancer of the forces, which never made sense to me since I don't see animals (which almost always were given neutral alignments) as such. BUT...at that point, being neutral was definitely NOT unaligned as it was more of trying to balance everything.
Well, from 1e...nothing really.
However, during the time of 1e, a series called Dragonlance came out. It redefined Neutral as more trying to keep the balance between the forces of good/evil and law/balance. Suddenly instead of simply someone who really wasn't any of the alignments, they had to be some sort of balancer of the forces, which never made sense to me since I don't see animals (which almost always were given neutral alignments) as such. BUT...at that point, being neutral was definitely NOT unaligned as it was more of trying to balance everything.
This was not a specific dragonlance thing. Gygax himself had this 'cosmic balance' idea for neutral alignment in many of his products and it was especially prominent in his Gord the Rogue books, many of which predated Dragonlance, IIRC.
I could have sworn this idea was around earlier. Mordenkainen was said to be the absolute embodiment of True Neutral. No one could predict whether he was going to help people or destroy them all because he'd switch sides in order to balance things out.
As far as I know, his background was written up based on the player who played the character in the early days of D&D. So, I believe the idea that Neutral was an enforcer of balance was around from the very beginning of D&D.
I believe the 2e PHB defined neutral as either unaligned OR balance enforcer.
"the True Neutral look upon all other alignments as facets of the system of things. Thus, each aspect-evil and good, chaos and law-of things must be retained in balance to maintain the status quo; for things as they are cannot be improved upon except temporarily, and even then but superficially."
Nature will prevail and keep things as they were meant to be, provided the "wheel" surrounding the hub of nature does not become unbalanced due to the work of unnatural forces - such as human and other intelligent creatures interfering with what is meant to be."
I just didn't like that the system came at the expense of the traditional nine, a complaint mirrored by many of the 4e changes:
I liked the World Axis cosmology well enough, but didn't like that it came at the expense of the Great Wheel.
I liked the refocusing of demons & devils, but didn't like that it came at the expense of the Blood War and various fiends switching teams.
I liked the connection between the giants, elements, and primordials, but didn't like that it came at the expense of traditional Greek titans or the portrayal of some giants.
I liked the concept of devas and angels becoming mortals locked in a cycle of reincarnation, but didn't like that it came at the expense of the aasimar and celestial-blooded races.
I liked the addition of a magical race of elfin fey from Faerie, but didn't like that it came at the expense of the grey elves and stole the name "eladrin".
I agree with this, but I want to echo the idea that Heinsoo was very likely referring to branding imperatives imposed by the legal team in an effort to move D&D away from the portion of the brand identity that had been licensed under the OGL.It's a common refrain: "(insert thing that 4e added) is great, but I liked (insert thing that 4e took out)." It's the kind of complaint at the heart of a lot of "It's just not D&D to me" sentiments.
I just hope they realize that part of the reason this happened was because of their over-reliance on branding. New looks and new feels are all well and good, even necessary from time to time, but it's not just a carte blanche to throw out the old and welcome in the new. If you need to re-brand, you need to make sure you understand who you're trying to sell your product to, and to do that you need to understand the value your product ALREADY offers and what new markets might be receptive to it. You don't use it as an excuse to abandon your original product, and if you don't actually understand what value your product already offers, you're just going to wind up blowing yourself up in an effort to re-invent yourself.
It's easy to root for making new stories, it's easy to see a value that you once ignored, it's a lot harder to change the way you think about what you make. Are you making the most awesome D&D you can make and then allowing the brand team to figure out what it is in the market, or are you making the D&D that the brand team asks you to make, so that they can easily position whatever it is you end up making in the market? If it's the latter...I become suspicious. Maybe you'll still get it right, but it's a harder sell.
I agree with this, but I want to echo the idea that Heinsoo was very likely referring to branding imperatives imposed by the legal team in an effort to move D&D away from the portion of the brand identity that had been licensed under the OGL.