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 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

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Maxperson

Morkus from Orkus
Nothing on a D&D character sheet accurately represents anything about a real person. Alignment's no different.
I understand that, but a lot of us want PCs to behave in a more believable way. Alignment is a useful tool, but if you pigeon hole people into that narrow definition, you take away from that believability. As a DM, I'd rather have my players just create a personality for their PCs and forget about alignment.
 

Morrus

Well, that was fun
Staff member
I understand that, but a lot of us want PCs to behave in a more believable way. Alignment is a useful tool, but if you pigeon hole people into that narrow definition, you take away from that believability. As a DM, I'd rather have my players just create a personality for their PCs and forget about alignment.
I understood what you meant.
 

You can have a preacher who has spent his life living LG to the fullest. Then one day someone breaks in and murders his family before his eyes and leaves him for dead. The law lets the guy go on a technicality and the preacher snaps, hunts the guy down and kills him in cold blood, making him suffer before dying, like his family suffered.

While that would be an evil act, it doesn't turn the preacher from LG to evil. It's one act in which the guy snapped. The act doesn't suddenly define his personality from then on out.

Or rather, if it did change their alignment, their alignment would drift back to LG over time. I feel alignment makes much more sense if treated as a description of a character's accumulated karmas, rather than a description of their personality
 

hawkeyefan

Legend
Kidding aside, I think that the way alignment has been handled in the most recent editions is the way to go. It’s a snapshot of the general way the character may behave....and that’s about it. I suppose it could tie into setting lore in some way....like where a PCs soul might go after death or something like that...but I think minimizing its mechanical meaning is a good move.

In my experience, any mechanical use of alignment generally resulted in one of two things. Either the DM used it as a strict behavioral mantra for certain classes and any deviation was questioned. Or it was a means to eliminate nuance and justify murderhobo behavior.

There were other instances that came up, but those were the most common, and neither was fun for anyone.
 

Maxperson

Morkus from Orkus
Kidding aside, I think that the way alignment has been handled in the most recent editions is the way to go. It’s a snapshot of the general way the character may behave....and that’s about it. I suppose it could tie into setting lore in some way....like where a PCs soul might go after death or something like that...but I think minimizing its mechanical meaning is a good move.

In my experience, any mechanical use of alignment generally resulted in one of two things. Either the DM used it as a strict behavioral mantra for certain classes and any deviation was questioned. Or it was a means to eliminate nuance and justify murderhobo behavior.

There were other instances that came up, but those were the most common, and neither was fun for anyone.
At a minimum, 90% of the alignment fights that I've seen at tables concerned Paladins. The remaining 10ish% were, "You did X, so you're alignment is shifting and you get the penalty" or general arguments over what chaotic, lawful, etc. meant, much like most alignment threads.

Since I started 5e, there have been 0 arguments over alignment that I've seen at a table. Only in these threads.
 

One aspect of alignment I find hard to understand is how evil works in conjunction with spells that detect alignment. What does the "savage humanoid" shaman or witch doctor make of the fact that every member of his tribe is evil, while humans and demi-humans are mostly non-evil? Do they know that they worship evil gods? Do evil beings know they are evil? Do they misunderstand their own alignment in a way that good beings do not?

I can only assume in a world where spells like Detect Alignment exists, that Alignment is more than just a debatable description of a person's ethics/politics/etc. It's a physical reality with physical consequences. Whether or not they know is a matter of whether or not they have cast the spell. That said, if there is a tradition of evil in that tribe they are probably aware of it, and probably don't consider being evil to be a bad thing.

Im not exactly sure how or why alignment languages work or would work the way they do but as a neurophysicist i find the idea positively fascinating. To be honest i dont understand. There isnt wnough info to really understand. But it points in a very strange direction and if you consider what could POSSIBLY explain such a bizarre thing as an alignment language with the mystical aspect and other things somehow messing with your brain it can send your imagination down some very strange paths.

Apparently alignment languages were special in that you had to be a member of that alignment to speak them, and if you heard an alignment language different than your own, you didn't understand it but you did know which alignment was being spoken. If you changed alignments, you would learn the new alignment language and forget the old one.

There is a certain appeal to it though. I think it is because if you are in a setting where Detect Alignment exists, I think a lot of people would be interested to know what alignment they were. Some might check up from time to time to see if they were still the alignment they thought they were. With alignment languages there is no question of whether you know your own alignment or not- you know.

But I don't think I have ever seen anyone play their character where they, in-character, stated their own alignment. Mostly it was just paladins casting detect evil.

Alignment has often been billed as a roleplaying tool but really it's a feature of the D&D setting... at least until more recent editions that removed IC consequences of it.
 

jsaving

Adventurer
But I don't think I have ever seen anyone play their character where they, in-character, stated their own alignment. Mostly it was just paladins casting detect evil.
I think this very much depends on the campaign. I've run with DMs whose main characters self-consciously champion the impersonal forces of "Lawful Evil" or "Chaotic Good" as well as a Blood War campaign in which the LE and CE alignments were routinely discussed by name. I'd also say there are a fair number of fantasy books, including but not limited to Moorcock's, where key NPCs are aware of and would be able to state both their own alignment and those of their compatriots.

On the other side of the coin, I've also participated in campaigns where alignment detection spells were banned. However even in those campaigns there were differences over whether alignment didn't exist at all, or whether it did exist but couldn't be objectively assessed (exemplified by one memorable campaign where NPCs openly lied about their alignments knowing there was no way for anyone to check).
 

Lanefan

Victoria Rules
I mean, Jack the Ripper was evil, but this preacher guy? Guilty of a crime and deserves imprisonment but evil? That's not for me to say.
That's just it, though: if the same situation arises in a game where you're the DM, it is for you to say.

And inquiring minds around your table will be eagerly awaiting you to say it. :)
 

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