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D&D General Alignment in D&D

Alignment is, on some level, the beating heart of Dungeons & Dragons. On the other hand, it’s sort of a stupid rule. It’s like the hit point rules in that it makes for a good game experience, especially if you don’t think about it too hard. Just as Magic: the Gathering has the five colors that transcend any world or story, so alignment is a universal cosmic truth from one D&D world to the...

Alignment is, on some level, the beating heart of Dungeons & Dragons. On the other hand, it’s sort of a stupid rule. It’s like the hit point rules in that it makes for a good game experience, especially if you don’t think about it too hard. Just as Magic: the Gathering has the five colors that transcend any world or story, so alignment is a universal cosmic truth from one D&D world to the next. The deities themselves obey the pattern of alignment.

On the story side, the alignment rules contain the rudiments of roleplaying, as in portraying your character according to their personality. On the game side, it conforms to D&D’s wargaming roots, representing army lists showing who is on whose side against whom.

The 3x3 alignment grid is one part of AD&D’s legacy that we enthusiastically ported into 3E and that lives on proudly in 5E and in countless memes. Despite the centrality of alignment in D&D, other RPGs rarely copy D&D’s alignment rules, certainly not the way they have copied D&D’s rules for abilities, attack rolls, or hit points.

alignment.png

Alignment started as army lists in the Chainmail miniatures rules, before Dungeons & Dragons released. In those days, if you wanted to set up historical Napoleonic battles, you could look up armies in the history books to see what forces might be in play. But what about fantasy armies? Influenced by the popularity of The Lord of the Rings, Gary Gygax’s rules for medieval miniatures wargaming included a fantasy supplement. Here, to help you build opposing armies, was the list of Lawful units (good), the Chaotic units (evil), and the neutral units. Today, alignment is a roleplaying prompt for getting into character, but it started out as us-versus-them—who are the good guys and who are the bad guys?

Original D&D used the Law/Chaos binary from Chainmail, and the Greyhawk supplement had rudimentary notes about playing chaotic characters. The “referee” was urged to develop an ad hoc rule against chaotic characters cooperating indefinitely. This consideration shows how alignment started as a practical system for lining up who was on whose side but then started shifting toward being a concrete way to think about acting “in character.”

Another thing that Greyhawk said was that evil creatures (those of chaotic alignment) were as likely to turn on each other as attack a lawful party. What does a 12-year old do with that information? One DM applies the rule literally in the first encounter of his new campaign. When we fought our first group of orcs in the forest outside of town, The DM rolled randomly for each one to see whether it would attack us or its fellow orcs. That rule got applied for that first battle and none others because it was obviously stupid. In the DM’s defense, alignment was a new idea at the time.

Law versus Chaos maps pretty nicely with the familiar Good versus Evil dichotomy, albeit with perhaps a more fantastic or apocalyptic tone. The Holmes Basic Set I started on, however, had a 2x2 alignment system with a fifth alignment, neutral, in the center. For my 12-year old mind, “lawful good” and “chaotic evil” made sense, and maybe “chaotic good,” but “lawful evil”? What did that even mean? I looked up “lawful,” but that didn’t help.

Holmes Original Alignment Diagram.png

Our first characters were neutral because we were confused and “neutral” was the null choice. Soon, I convinced my group that we should all be lawful evil. That way we could kill everything we encountered and get the most experience points (evil) but we wouldn’t be compelled to sometimes attack each other (as chaotic evil characters would).

In general, chaotic good has been the most popular alignment since probably as soon as it was invented. The CG hero has a good heart and a free spirit. Following rules is in some sense bowing to an authority, even if it is a moral or internalized authority, and being “chaotic” means being unbowed and unyoked.

Chaotic neutral has also been popular. Players have sometimes used this alignment as an excuse to take actions that messed with the party’s plans and, not coincidentally, brought attention to the player. The character was in the party because the player was at the table, but real adventurers would never go into danger with a known wildcard along with them. This style of CG play was a face-to-face version of griefing, and it was common enough that Ryan Dancey suggested we ban it from 3E.

The target we had for 3E was to make a game that doubled-down on its own roots, so we embraced AD&D’s 3x3 alignment grid. Where the Holmes Basic Set listed a handful of monsters on its diagram, 3E had something more like Chainmail’s army lists, listing races, classes, and monsters on a 3x3 table.

When I was working on 3E, I was consciously working on a game for an audience that was not me. Our job was to appeal to the game’s future audience. With the alignment descriptions, however, I indulged in my personal taste for irony. The text explains why lawful good is “the best alignment you can be.” In fact, each good or neutral alignment is described as “the best,” with clear reasons given for each one. Likewise, each evil alignment is “the most dangerous,” again with a different reason for each one. This treatment was sort of a nod to the interminable debates over alignment, but the practical purpose was to make each good and neutral alignment appealing in some way.

If you ever wanted evidence that 4E wasn’t made with the demands of the fans first and foremost, recall that the game took “chaotic good” out of the rules. CG is the most popular alignment, describing a character who’s virtuous and free. The alignments in 4E were lawful good, good, neutral, evil, and chaotic evil. One on level, it made sense to eliminate odd-ball alignments that don’t make sense to newcomers, such as the “lawful evil” combination that flummoxed me when I was 12. The simpler system in 4E mapped fairly well to the Holmes Basic 2x2 grid, with two good alignments and two evil ones. In theory, it might be the best alignment system in any edition of D&D. On another level, however, the players didn’t want this change, and the Internet memes certainly didn’t want it. If it was perhaps better in theory, it was unpopular in practice.

In 5E, the alignments get a smooth, clear, spare treatment. The designers’ ability to pare down the description to the essentials demonstrates a real command of the material. This treatment of alignment is so good that I wish I’d written it.

My own games never have alignment, per se, even if the game world includes real good and evil. In Ars Magica, membership in a house is what shapes a wizard’s behavior or social position. In Over the Edge and Everway, a character’s “guiding star” is something related to the character and invented by the player, not a universal moral system. In Omega World, the only morality is survival. 13th Age, on the other hand, uses the standard system, albeit lightly. The game is a love letter to D&D, and players have come to love the alignment system, so Rob Heinsoo and I kept it. Still, a 13th Age character’s main “alignment” is in relation to the icons, which are not an abstraction but rather specific, campaign-defining NPCs.

 

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Jonathan Tweet

Jonathan Tweet

D&D 3E, Over the Edge, Everway, Ars Magica, Omega World, Grandmother Fish

jgsugden

Legend
Between 1986 and 2002 I eliminated alignment from the game. Between 2002 and 2008, I made it relative to the viewer (you might be LG to the spells of a cleric worshipping a good of justice and wrath, but LE to the spells of a God of Second Chances), and then around 2008 I went back to using the core alignment system and just not emphasizing it too much.

My trip back to the rules specified method was because - in the end - it really didn't make that much of a difference. People play characters, not alignments. Whether it said LG, CG or CN on the sheet - people were thinking about who the character was, not what they were (most of the time).
 

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Aaron L

Hero
Go back and re-read the post where I said I saw it happen and participated in those arguments during the 3e era. We weren’t arguing about whether or not alignments should exist, we were arguing over our differing interpretations of alignment.

I’ll give a specific example. I once made a multiclass monk/rogue. My DM at the time warned me when I made the character that this combination was likely to result in the loss of my monk abilities because monks have to be Lawful. I argued I didn’t see that as a problem because rogues don’t have any alignment restrictions, so I could be a lawful rogue. She agreed this was the case, but said that the things rogues tend to do are not generally compatible with a Lawful alignment. I tried to point out that it should work fine with lawful neutral, because the description of lawful neutral said that acting according to a personal code was valid, and that if my character’s personal code allowed for roguish behavior, I was not violating the alignment according to the way the rules described it.

The argument did not end there. We went around in circles for what felt like hours at a time, on and off, over the phone, between classes, basically any time the subject of D&D came up, until that character died.

Ugh. In 28 years of playing Dungeons & Dragons from 1E through 5E I have never encountered such a thing. That DM just sounds like she has a very poor, narrow, and inflexible understanding of the concept of Alignment; it sounds like the dreaded "Alignment as cookie-cutter personality syndrome." I thought that problem had died out decades ago. That isn't a flaw of the system, that is a failure of comprehension. I think it may be the case that it is actually only a few uptight people who just can't comprehend the concept of Alignment, and those few cause all the headaches for everyone else by obstinately trying to force their flawed interpretation on everyone else... but in decades of playing I have never met any of them, only heard whispered horror stories about them.
 

Charlaquin

Goblin Queen (She/Her/Hers)
Ugh. In 28 years of playing Dungeons & Dragons from 1E through 5E I have never encountered such a thing. That DM just sounds like she has a very poor, narrow, and inflexible understanding of the concept of Alignment; it sounds like the dreaded "Alignment as cookie-cutter personality syndrome." I thought that problem had died out decades ago.
Well, to be fair, this was more than a decade ago. And I think the problem has died down, due to D&D phasing out alignment restrictions on classes. I think it’s also partly a maturity thing. We were both in high school at the time, and more prone to argue about such pointless things. We actually still play together (though I usually DM now), and I am pretty confident we wouldn’t have the same disagreement nowadays.

That isn't a flaw of the system, that is a failure of comprehension.
I disagree. We were each able to find evidence for our cases in the same paragraph of text on what Lawful Neutral meant. And if I’m being totally honest, I was trying to get away with playing a less-than-lawful monk by citing the bit about a personal code. Technically, my argument that “if my personal code allows for X, I can do X and still be Lawful Neutral” could be used to justify pretty much anything. While I do think she was being too strict with her interpretation of Lawful, I was being too loose with mine. More importantly though, it’s the fault that I needed to justify anything just to play the class combination I wanted. Instructing the GM to take away the players’ abilities if they don’t follow a certain set of roleplaying restrictions is a recipe for arguments about how to interpret those restrictions.

I think it may be the case that it is actually only a few uptight people who just can't comprehend the concept of Alignment, and those few cause all the headaches for everyone else by obstinately trying to force their flawed interpretation on everyone else... but in decades of playing I have never met any of them, only heard whispered horror stories about them.
Again, I disagree. It’s not that some people just don’t understand alignment, it’s that the alignment categories are very open to interpretation, and the lines between them are very blurry.
 

Hurin70

Adventurer
You wish you'd written it because of its expertise, or because there's so little of it? 🤓

Indeed. 5e strips it down so much that I can't imagine a new player really getting it from just the text in the PHB. For example, the description of CG is:

'Creatures act as their conscience directs, with little regard for what others expect.'

Ok, uh... thanks? What does my conscience direct though?

Compare that with the 5e description of NE:

'do whatever they can get away with, without compassion or qualms'.

Is a first time player really going to be able to tell the difference between CG and NE from this?

Now let's add in the 5e description of CN:

'creatures follow their whims, holding their personal freedom above all else.'

Again, this doesn't help much. These descriptions are so stripped down they tell me almost nothing in practical terms. The fact that they are actually almost interchangeable just makes them even less useful.

So no, I don't find 5e's minimalist approach to be demonstrably better than the 3.5 approach. Nor do I find it shows a 'real command of the material.' It is certainly a 'spare' treatment. But it is not very 'clear' to me. It doesn't give my players much guidance. It is really just relying on the GM to explain it to players, which is a bit of a cop out.
 
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Doug McCrae

Legend
These can both be true:

1) Alignment is subject to radically differing interpretations.
2) An individual has never experienced long arguments about it in their games.

(2) is true for me, but I don't think it's because alignment is straightforward and unequivocal. I think it's partly because I've played with people who wanted to get on with the game and restricted their arguments to more appropriate times, and partly because my gaming circle rarely played paladins.

The large number of arguments going back to the beginning of the hobby, conducted first in magazines and then online message boards demonstrate that (1) is true. Remember the notorious "paladin threads" in the 3e-era of ENWorld?
 
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Indeed. 5e strips it down so much that I can't imagine a new player really getting it from just the text in the PHB. For example, the description of CG is:

'Creatures act as their conscience directs, with little regard for what others expect.'

Ok, uh... thanks? What does my conscience direct though?

Compare that with the 5e description of NE:

'do whatever they can get away with, without compassion or qualms'.

Is a first time player really going to be able to tell the difference between CG and NE from this?

Now let's add in the 5e description of CN:

'creatures follow their whims, holding their personal freedom above all else.'

Again, this doesn't help much. These descriptions are so stripped down they tell me almost nothing in practical terms. The fact that they are actually almost interchangeable just makes them even less useful.

Wow! Those read like horoscopes or fortune cookies!
 

jsaving

Adventurer
So no, I don't find 5e's minimalist approach to be demonstrably better than the 3.5 approach. Nor do I find it shows a 'real command of the material.' It is certainly a 'spare' treatment. But it is not very 'clear' to me. It doesn't give my players much guidance.
The 5e team didn't think it would be possible to provide the kind of concrete guidance you are asking for in the amount of rulebook space that was available, I don't think it was any more complicated than that. They just wanted to set down a few general principles while taking care to completely avoid the alignment-as-straitjacket mentality, leaving it to each individual gaming table to more fully put those principles into practice.
 
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Hurin70

Adventurer
The 5e team didn't think it would be possible to provide the kind of concrete guidance you are asking for in the amount of rulebook space that was available...

Yes, but concrete guidance is what I buy rulebooks for. That's why I call them 'rule'books.

I'm not trying to sound snarky; I agree with you that this was probably the design team's intent. And if the 5e idea works for you, then I am genuinely glad for you.

But to me, a rulebook that provides only stripped down, vague, and interchangeable impressions that require a GM to do the hard work of explaining them to his players has failed in its primary responsibility of providing rules. It is AWOL at the very moment I need it most.

That's not displaying 'command' of the system; that's just failing to provide any system at all.

That's just my 2 cents of course.
 
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Oofta

Legend
Yes, but concrete guidance is what I buy rulebooks for. That's why I call them 'rule'books.

I'm not trying to sound snarky; I agree with you that this was probably the design team's intent. And if the 5e idea works for you, then I am genuinely glad for you.

But to me, a rulebook that provides only stripped down, vague, and interchangeable impressions that require a GM to do the hard work of explaining them to his players has failed in its primary responsibility of providing rules. It is AWOL at the very moment I need it most.

That's not displaying 'command' of the system; that's just failing to provide any system at all.

That's just my 2 cents of course.

I empathize, but I don't think there is a good answer. I mean, take the first line of "lawful" from 3.5 "Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties. "

Well ... there's issues with that. My lawful PC is infiltrating enemy lands, are they just going to tell the truth and turn themselves over to local authorities? Is that LE mafia elite really going to tell the truth in court? Are they going to respect that law enforcer trying to put an end to their operations? What traditions do they honor? Do they honor a tradition of a lottery system based on chance?

In other words, there's about as much consensus on how to define alignment as there is on what a psion class should look like. It's hard, if not impossible, to come up with a concrete set of rules that work for everyone.
 

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