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D&D 5E WotC's Jeremy Crawford Talks D&D Alignment Changes

Jeremy Crawford has spoken about changes to the way alignment will be referred to in future D&D books. It starts with a reminder that no rule in D&D dictates your alignment. Data from D&D Beyond in June 2019 (Note that in the transcript below, the questions in quotes were his own words but presumably refer to questions he's seen asked previously). Friendly reminder: no rule in D&D mandates...

Jeremy Crawford has spoken about changes to the way alignment will be referred to in future D&D books. It starts with a reminder that no rule in D&D dictates your alignment.

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Data from D&D Beyond in June 2019

(Note that in the transcript below, the questions in quotes were his own words but presumably refer to questions he's seen asked previously).

Friendly reminder: no rule in D&D mandates your character's alignment, and no class is restricted to certain alignments. You determine your character's moral compass. I see discussions that refer to such rules, yet they don't exist in 5th edition D&D.

Your character's alignment in D&D doesn't prescribe their behavior. Alignment describes inclinations. It's a roleplaying tool, like flaws, bonds, and ideals. If any of those tools don't serve your group's bliss, don't use them. The game's system doesn't rely on those tools.

D&D has general rules and exceptions to those rules. For example, you choose whatever alignment you want for your character at creation (general rule). There are a few magic items and other transformative effects that might affect a character's alignment (exceptions).

Want a benevolent green dragon in your D&D campaign or a sweet werewolf candlemaker? Do it. The rule in the Monster Manual is that the DM determines a monster's alignment. The DM plays that monster. The DM decides who that monster is in play.

Regarding a D&D monster's alignment, here's the general rule from the Monster Manual: "The alignment specified in a monster's stat block is the default. Feel free to depart from it and change a monster's alignment to suit the needs of your campaign."

"What about the Oathbreaker? It says you have to be evil." The Oathbreaker is a paladin subclass (not a class) designed for NPCs. If your DM lets you use it, you're already being experimental, so if you want to play a kindhearted Oathbreaker, follow your bliss!

"Why are player characters punished for changing their alignment?" There is no general system in 5th-edition D&D for changing your alignment and there are no punishments or rewards in the core rules for changing it. You can just change it. Older editions had such rules.

Even though the rules of 5th-edition D&D state that players and DMs determine alignment, the suggested alignments in our books have undeniably caused confusion. That's why future books will ditch such suggestions for player characters and reframe such things for the DM.

"What about the werewolf's curse of lycanthropy? It makes you evil like the werewolf." The DM determines the alignment of the werewolf. For example, the werewolf you face might be a sweetheart. The alignment in a stat block is a suggestion to the DM, nothing more.

"What about demons, devils, and angels in D&D? Their alignments can't change." They can change. The default story makes the mythological assumptions we expect, but the Monster Manual tells the DM to change any monster's alignment without hesitation to serve the campaign.

"You've reminded us that alignment is a suggestion. Does that mean you're not changing anything about D&D peoples after all?" We are working to remove racist tropes from D&D. Alignment is only one part of that work, and alignment will be treated differently in the future.

"Why are you telling us to ignore the alignment rules in D&D?" I'm not. I'm sharing what the alignment rules have been in the Player's Handbook & Monster Manual since 2014. We know that those rules are insufficient and have changes coming in future products.
 

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TheSword

Legend
If they were, we wouldn't be arguing about what they mean. I literally have an opposite opinion with the creator of D&D about what good and evil mean. People here cannot agree what law and chaos mean. You must see that? Even if that was clear what these things mean to you, you cannot be blind to the fact that people do not agree. This disagreement should make it blindingly obvious that it is not an useful way to convey information.
Can you give an example where alignment didn’t work as a descriptor? I’m interested in whether you have specifics rather than white room?
 

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Ok Gygax has some crazy ideas, posters on here have some crazy ideas. It doesn’t mean there isn’t general consensus. We don’t agree with Gygaxs nits and lice comments doesn’t mean we don’t know good and evil when we see it.

Alignments are a bit like the planes themselves. Some things are easily identifiable as good, evil, chaotic, lawful. However where those things meet it bleeds at the edges. Those edges are where the debate happens but it doesn’t mean there aren’t easily identifiable elements of each.
Thing is, real people are complicated. Oofta's barbarian was a good example. He had qualities that could be classified as chaotic and some qualities that could be classified as lawful. Also 'evil' people rarely have evil intentions. A lot of horrible stuff has been done by people who though they were doing good things. And depending on which side of their actions you were, they might indeed have been described as either good or evil. Dumbing this down to two words simply loses so much detail that the description becomes utterly useless.
 


TheSword

Legend
We already had Oofta's Barbarian. But it generally doesn't work as descriptor as it doesn't tell us anything objective.
Oofta’s barbarian is overwhelmingly chaotic. The lawful elements are very much overshadowed by the chaotic ones. If they weren’t he would be neutral which still wouldn’t be a problem - balanced elements of law and chaos.
 

TheSword

Legend
Thing is, real people are complicated. Oofta's barbarian was a good example. He had qualities that could be classified as chaotic and some qualities that could be classified as lawful. Also 'evil' people rarely have evil intentions. A lot of horrible stuff has been done by people who though they were doing good things. And depending on which side of their actions you were, they might indeed have been described as either good or evil. Dumbing this down to two words simply loses so much detail that the description becomes utterly useless.
The good thing about Alignment is that it goes some way to explain the outlook of evil types and why evil creatures behave the way they do.
 

Oofta’s barbarian is overwhelmingly chaotic. The lawful elements are very much overshadowed by the chaotic ones. If they weren’t he would be neutral which still wouldn’t be a problem - balanced elements of law and chaos.
That BTW is one of the big flaws. A very conflicted character ends up with same descriptor than one that is lukewarm and has no strong convictions to any direction. But are just neutral even though they are basically exact opposites.
 



I have a question: let's assume that Monster Manual was exactly like it is now, except the stat blocks din't have the aliginment. All the descriptions remain as they are. How would this affect how you play these creatures? What actual information about their behaviour would you lack? (Assuming here that you didn't remember what their alignments used to be.)
 

TheSword

Legend
I have a question: let's assume that Monster Manual was exactly like it is now, except the stat blocks din't have the aliginment. All the descriptions remain as they are. How would this affect how you play these creatures? What actual information about their behaviour would you lack? (Assuming here that you didn't remember what their alignments used to be.)
How to approach anything not related to their stat block.
 

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