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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

Hurin70

Adventurer
I get what you're saying Oofta. And i didnt mean to imply that there were no problems with the 3.5 approach, or that defining alignment is easy.

I was just reacting primarily to the article's claim that the 5e text shows the designers' 'command' of the system. I dont see any 'system' there at all.
 

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Voadam

Legend
I did feel I could reasonably justify or condemn most any actions as consistent or inconsistent for any alignment given their definitions throughout the editions. I never had any interest in trying to match someone else's interpretations.
 


hawkeyefan

Legend
So what is lost when you remove alignment as a mechanical feature that interacts with rules? How does D&D play differently when alignment is strictly enforced as a mechanical element much like Armor Class, versus when it’s treated more as a general outlook and guide for roleplaying?
 

So what is lost when you remove alignment as a mechanical feature that interacts with rules? How does D&D play differently when alignment is strictly enforced as a mechanical element much like Armor Class, versus when it’s treated more as a general outlook and guide for roleplaying?
I don't think this is necessarily a dichotomy. Alignment can be a general outlook and guide for roleplaying, and still occasionally interact with the rules. This allows for situations where the character's heart or purity are weighed, which are a staple of fairy tales and folklore. If you wanted to, say, run the classic Holy Grail quest, it would be helpful to have a rule that says "Only good-aligned characters can see the Grail". This doesn't mean the DM or group has to strictly police each character's behavior throughout the campaign, telling players their characters can't do this or that because they're supposed to be good. On the contrary, characters should be free to play themselves out however their players feel most fitting, and if some characters are unpleasantly surprised when they reach the end and can't see the Grail -- well, that's kind of the point of this particular story, isn't it?

Of course, you could adapt the Grail narrative to be alignment-agnostic. It wouldn't necessarily be a worse story. It may in fact be a better story for some groups. But it would certainly be a different story.
 

Hurin70

Adventurer
I like the way you put that, Cosmic Kid.

Also, for the record, I wasn't arguing alignment has to be rooted to mechanics. I was just saying I would like more guidance on what alignment means than 'you follow your whims'. Alignment should tell me what sorts of whims I have.

Are my basic whims to hurt and demean others for my own amusement? Then at least I know I am evil. Do I try to help others even at the cost of my own interests? Then I'm good.

As others have noted, I never found Lawful Evil very hard to understand. It can be having evil whims or purposes -- conquer the world, destroy others, etc. -- but abiding by agreements, treaties, and the letter of the law in doing it. It's Satan agreeing to take Johnny's soul only if Johnny can't play the fiddle better. It's the corporate lawyer getting the village to sign away its water rights to him, then selling them water at 10x the price. It's actually my favourite alignment for BBEGs, because they can be bargained and reasoned with, but never trusted.
 

Hriston

Dungeon Master of Middle-earth
In my 5th Ed. game, I use reaction rolls to determine the starting attitudes of NPCs which are modified in part by the difference in alignment between the NPC and the party member whose alignment is most removed from that of the NPC. I also modify the DCs of Charisma checks based on both the difference in alignment between the PC and NPC and the actual alignment of the PC. I adapted this approach from my own interpretation of AD&D, and it makes alignment matter by having it affect fictional outcomes.
 

In my 5th Ed. game, I use reaction rolls to determine the starting attitudes of NPCs which are modified in part by the difference in alignment between the NPC and the party member whose alignment is most removed from that of the NPC. I also modify the DCs of Charisma checks based on both the difference in alignment between the PC and NPC and the actual alignment of the PC. I adapted this approach from my own interpretation of AD&D, and it makes alignment matter by having it affect fictional outcomes.
Is this assuming the PCs have some sort of reputation consistent with their alignment which the NPCs have heard of, or can NPCs just intuit PC alignment automatically?
 

Aldarc

Legend
So what is lost when you remove alignment as a mechanical feature that interacts with rules? How does D&D play differently when alignment is strictly enforced as a mechanical element much like Armor Class, versus when it’s treated more as a general outlook and guide for roleplaying?
You don't get terrible memes about the nine alignments of Batman, so maybe that's a good thing.
 

Hriston

Dungeon Master of Middle-earth
Is this assuming the PCs have some sort of reputation consistent with their alignment which the NPCs have heard of, or can NPCs just intuit PC alignment automatically?
It's neither, actually. It's more like the latter than the former, but doesn't imply that the NPCs are acting on any specific knowledge. It certainly doesn't impart knowledge of the PCs' alignments. It's assuming that PCs and NPCs are characters in a story in which alignment defines the conflict, so the mechanic pushes characters of dissimilar alignments into conflict with one another.
 

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