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

Charlaquin

Goblin Queen (She/Her/Hers)
Or, especially in Robin Hood's case, rogue (scout). Robin Hood on paper is as much roguish as rangerish anyway -- he's a thief, a trickster, and a master of disguise, just as much as he's a guy who dresses in green and lives in the woods.
The scout rogue is much closer to how I see rangers than the actual ranger, so I’d agree with this. Although, I generally don’t connect Robin Hood with the D&D rogue. The D&D rogue’s identity to me is intrinsically connected to dungeon delving; to picking locks and disarming traps. Additionally, the rogue’s combat ability revolves around sneak attack, which doesn’t fit with my view of Robin Hood at all. Yes, he hides out in Sherwood Forest and wouldn’t be afraid to make use or ambush tactics. But he’d also beat the Sheriff of Nottingham in a fair fight any day of the week. If anything, it’s the Sheriff who has to resort to underhanded tactics against a more capable opponent.
 

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Lanefan

Victoria Rules
Robin Hood and Aragorn are certainly strong examples of what I would like the ranger to be. For better or worse though, the ranger we actually have (at least in 5th edition) is not that.
Only until and unless a DM goes rogue and modifies the 1e Ranger to fit 5e while tossing the as-written 5e version in the bin... :)

The modern fighter expresses the archetype the ranger classically represented far better than the modern ranger does, in my opinion.
Fighter kinda lacks the tracking bit, though, and the later-level nature-mystique angle.
 

So, maybe we need to look at the 5e Paladin's Oath of Vengeance...

"The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.

Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.

No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.

By Any Means Necessary. My qualms can’t get in the way of exterminating my foes.

Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds."


So, it seem to me that "doggedly helping the poor, and working against the Sheriff and those who support John" seems right in the paladin and LG line.

Robin Hood as the dispossessed nobleman can easily fit into Lawful Good, and particularly considering the ideals of the 12th century. This was not an era of "divine right" where God gave you your crown and everyone else can go hang. The king was bound to the order of the things, as was his subject, and if either broke the covenant, so to speak, it was bad news. Robin fights John because he is a usurper, has betrayed his brother, and has betrayed his subjects.
 

Charlaquin

Goblin Queen (She/Her/Hers)
Only until and unless a DM goes rogue and modifies the 1e Ranger to fit 5e while tossing the as-written 5e version in the bin... :)
Sure, but that’s not something most DMs are going to do, which I think makes it not particularly Germaine to the question of what class Robin Hood would be.

Fighter kinda lacks the tracking bit, though, and the later-level nature-mystique angle.
Anyone can track, all you need is half-decent Wisdom and maybe proficiency in Perception, Investigation, and/or Nature. If by “nature-mystique“ you’re referring to spellcasting, I don’t recall Robin Hood doing any such thing in any story I’m familiar with.
 

Voadam

Legend
4e Ranger did a fairly great Robin Hood. Effective at bows, two handed staff fighting, and swords while in light armor and good at running around the woods. The leader and banter and disguise skills are the only thing you have to stretch for. Their striker role made them effective and not just easier to hit fighters with some magic.
 

Oofta

Legend
Sure, but that’s not something most DMs are going to do, which I think makes it not particularly Germaine to the question of what class Robin Hood would be.


Anyone can track, all you need is half-decent Wisdom and maybe proficiency in Perception, Investigation, and/or Nature. If by “nature-mystique“ you’re referring to spellcasting, I don’t recall Robin Hood doing any such thing in any story I’m familiar with.

Tracking is survival.

But the main issue I have with the ranger archetype is that it's such a nebulous concept. It seems to me that the only real reason we have it is because Aragorn was called a ranger (and old school rangers were awesome at higher levels).

But what are they really? Nature variants of paladins? Rogue-like fighters designed to work best in the wilderness? Fighter-druids?

They're kind of a mess IMHO with no clear design goal. With 5E there's always going to be some fuzzy areas, but rangers to me seem like the fuzziest.
 

Charlaquin

Goblin Queen (She/Her/Hers)
Tracking is survival.
Generally, but there are things that fall under perception and investigation that are involved in tracking as well. And ultimately it’s the DM’s call.

But the main issue I have with the ranger archetype is that it's such a nebulous concept. It seems to me that the only real reason we have it is because Aragorn was called a ranger (and old school rangers were awesome at higher levels).

But what are they really? Nature variants of paladins? Rogue-like fighters designed to work best in the wilderness? Fighter-druids?

They're kind of a mess IMHO with no clear design goal. With 5E there's always going to be some fuzzy areas, but rangers to me seem like the fuzziest.
At this point, the D&D ranger is absolutely a mess with no clear design goal. It doesn’t really represent any archetype, and is instead a mishmash of features that the rangers of previous editions have had. But, I believe the Yeoman is a sufficiently different archetype from the Knight and the Man At Arms that it merits its own class.
 

Going back to the monk discussion and whether the class name makes sense, I know that Crouching Tiger Hidden Dragon was mentioned, and I'd like to point out that IIRC Jade Fox wasn't a monk
 

And speaking of goofy alignment restrictions, why does the bard have to be chaotic? I sort of get it, but it doesn't seem to fit with what they're trying to do with the class. The bulk of the class is some kind of historically knowledgable skald, but for some reason the alignment restriction is Charlie Sheen or something. It goes with the whole performer thing, but its a totally different kind of performer.
 

Oofta

Legend
And speaking of goofy alignment restrictions, why does the bard have to be chaotic? I sort of get it, but it doesn't seem to fit with what they're trying to do with the class. The bulk of the class is some kind of historically knowledgable skald, but for some reason the alignment restriction is Charlie Sheen or something. It goes with the whole performer thing, but its a totally different kind of performer.

Because bards were rogue-adjacent? I'm just glad they got rid of those types of restrictions. Not that we ever paid much attention, but still.
 

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