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Alignment in D&D
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<blockquote data-quote="DammitVictor" data-source="post: 7978921" data-attributes="member: 6750908"><p>The only things that have alignments <em>at all</em> in my D&D games are things that <em>absolutely have to</em>, and I generally try to build my settings so as to keep those things to a minimum. I appreciate what they were initially trying to do, as a setting conceit, but the imposition of the Good/Evil axis irreparably muddied that setting conceit... and attempts to enforce "alignment-appropriate" gameplay led to increasingly contradictory and bizarre interpretations that make it unplayable.</p><p></p><p>Pick up an AD&D Second Edition <em>Player's Handbook</em> and tell me which one of those nine personality disorders describes any functional human being you've ever met, or anyone you would willingly crawl into a deep, dark hole full of danger and death with.</p><p></p><p>Alignment was a bad idea in D&D, each edition of AD&D made it worse, and getting rid of it-- in all but name-- is probably Wizards of the Coast's single best contributions to its legacy.</p><p></p><p><strong>EDIT:</strong> <em>Constructive Criticism Tax:</em> Using <em>d20 Modern</em>'s Allegiance system with something akin to 5e's Paladin Oaths-- <em>specific, concrete</em> goals and methods-- would go a lot further to support the kind of play alignment defenders <em>claim</em> they want, while avoiding a lot of the reasons the alignment system actively undermines it.</p></blockquote><p></p>
[QUOTE="DammitVictor, post: 7978921, member: 6750908"] The only things that have alignments [I]at all[/I] in my D&D games are things that [I]absolutely have to[/I], and I generally try to build my settings so as to keep those things to a minimum. I appreciate what they were initially trying to do, as a setting conceit, but the imposition of the Good/Evil axis irreparably muddied that setting conceit... and attempts to enforce "alignment-appropriate" gameplay led to increasingly contradictory and bizarre interpretations that make it unplayable. Pick up an AD&D Second Edition [I]Player's Handbook[/I] and tell me which one of those nine personality disorders describes any functional human being you've ever met, or anyone you would willingly crawl into a deep, dark hole full of danger and death with. Alignment was a bad idea in D&D, each edition of AD&D made it worse, and getting rid of it-- in all but name-- is probably Wizards of the Coast's single best contributions to its legacy. [b]EDIT:[/b] [i]Constructive Criticism Tax:[/i] Using [i]d20 Modern[/i]'s Allegiance system with something akin to 5e's Paladin Oaths-- [i]specific, concrete[/i] goals and methods-- would go a lot further to support the kind of play alignment defenders [i]claim[/i] they want, while avoiding a lot of the reasons the alignment system actively undermines it. [/QUOTE]
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