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Alignment in D&DN...
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<blockquote data-quote="I'm A Banana" data-source="post: 5851679" data-attributes="member: 2067"><p>Well, 5e is all about customization, right?</p><p></p><p><strong>Base Rule</strong>: Characters are assumed to not have an alignment.</p><p></p><p><strong>Add-On</strong>: Alignments are just descriptions you can add to your character to reflect how they act in the world, and what cosmological team they're on. Law/Chaos/Good/Evil are all there, and when making your character you can choose one or two of them to help guide you. The DM can give you guidance about what each alignment means in their game, if you have any questions. You can still not have an alignment: such creatures are "unaligned." (<em>this means that "neutral" doesn't exist -- you're just one alignment, not the other. You're not neutral good, you're just good, or more technically "unaligned good". If you're at the center of it, you are just unaligned</em>)</p><p></p><p><strong>Add-On</strong>: A DM can add alignment restrictions to any class they see fit. Paladins, for instance, may need to be Lawful Good, since they follow a code, embrace civilization, sacrifice for others, and protect the defenseless. The Druids, being lovers of the wild, may need to be Chaotic. Or, being representatives of nature's order, they may need to be Lawful. following are possible examples: (LIST)</p><p></p><p><strong>Add-On</strong>: A DM can add the following alignment-based powers to the game for various classes. For instance, the <em>Holy Word</em> cleric power damages evil creatures, and the <em>Detect Evil</em> paladin power reveals their presence. (LIST)</p><p></p><p><strong>Add-On</strong>: A DM can introduce the following alignment-based treasures to the game. Such treasures can help creatures of a certain alignment, or hinder creatures of another alignment. These objects represent the powerful magic of the cosmos sealed into a physical form. Examples include the <em>Book of Vile Darkness</em> and the <em>Book of Exalted Deeds</em>. (LIST)</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5851679, member: 2067"] Well, 5e is all about customization, right? [B]Base Rule[/B]: Characters are assumed to not have an alignment. [B]Add-On[/B]: Alignments are just descriptions you can add to your character to reflect how they act in the world, and what cosmological team they're on. Law/Chaos/Good/Evil are all there, and when making your character you can choose one or two of them to help guide you. The DM can give you guidance about what each alignment means in their game, if you have any questions. You can still not have an alignment: such creatures are "unaligned." ([I]this means that "neutral" doesn't exist -- you're just one alignment, not the other. You're not neutral good, you're just good, or more technically "unaligned good". If you're at the center of it, you are just unaligned[/I]) [B]Add-On[/B]: A DM can add alignment restrictions to any class they see fit. Paladins, for instance, may need to be Lawful Good, since they follow a code, embrace civilization, sacrifice for others, and protect the defenseless. The Druids, being lovers of the wild, may need to be Chaotic. Or, being representatives of nature's order, they may need to be Lawful. following are possible examples: (LIST) [B]Add-On[/B]: A DM can add the following alignment-based powers to the game for various classes. For instance, the [I]Holy Word[/I] cleric power damages evil creatures, and the [I]Detect Evil[/I] paladin power reveals their presence. (LIST) [B]Add-On[/B]: A DM can introduce the following alignment-based treasures to the game. Such treasures can help creatures of a certain alignment, or hinder creatures of another alignment. These objects represent the powerful magic of the cosmos sealed into a physical form. Examples include the [I]Book of Vile Darkness[/I] and the [I]Book of Exalted Deeds[/I]. (LIST) [/QUOTE]
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