Psion
Adventurer
Wombat said:I think my largest problem with alignment in D&D is that it works both ways, as an average of behaviour and as an absolute.
On the one hand you have angels and demons; the former are all GOOD, the latter all EVIL, in the absolute. They represent these stances and come from Planes that, if carried to their logical extreme, would only allow for that single alignment and its permutations. They have no choice in the matter -- they are Good (or Evil) and cannot derivate. The same cases could be made for Law, Chaos, and both flavours of Neutral.
Equally there are several spells, feats, and items that are inherently Good or Evil themselves
On the other hand you have mortals. Mortals are how they act, rather than an absolute. Most people would end up rather mushily Neutral because they could not truly maintain a Good, Evil, Law or Chaos stance for very long. This would mean that Protection from Neutral would be very useful in most areas...
AFAIAC, this is one of my favorite updates. That they differentiate creatures of an inherent aligment from those with tendencies sort of sets up an interesting metaphysical reality. Mortal creatures have free will, it's part of what sets them apart and makes them special. Which in turn, sets you up for many classic plots revolving around the role of mortals in determining the fate of the universe.
Then again, the truest druid, would be Neutral, not out of mushiness, but out of determination to hold to a Balance that requires neither good nor evil nor law nor chaos to reign supreme (yet most players treat this as a form of Neutral Good, if truth be told).
That's only if you buy the 1e take on druidic alignment, which I always found problematic from a game standpoint.
]Now let us come back to the Detect/Protection from (Alignment) spells. Are they keyed off of Absolutes (like Angels) or Tendencies (like mortals)? Are there "ranges" of alignments, whereby once you act in X manner more than Y number of times you become Alignment Z?
Currently, this is pretty clearly spelled out in the books. Supernatural alignment registers stronger for detect spells, but for most effects, simple alignment is all that matters. Anything else is a variant (not that there is anything wrong with that.)
So for players alignments are supposed to be labels attached to characters due to actions, yet for monsters, spells, and planes alignments are unchanging absolutes. I find this an untennable situation to maintain.
Why? I do it week in and week out with no difficulty.