I've thought about giving my players that graphic and plot out where they are on it. Maybe no literally plot it out, but just think about it, so that it drives home that it is a sliding scale - not absolute values to choose from.I've thought about using a hybrid 1e/4e alignment system, inspired by this chart:
View attachment 127205
Lawful GoodSaintly
GoodBeatific
EvilDiabolic
Chaotic EvilDemoniac
Creatures that fall in the middle are either Neutral or Unaligned depending on whether they are intelligent enough to have moral agency.
Just. Kill it. Already.
This mechanic has never been good, and WotC has already removed its influence from every other mechanic it previously touched.
It doesn't add anything to the game, it never did, and it has finally-- finally-- stopped dragging the game down. It doesn't need to be fixed any further; it's time to let it go.
That's really nowhere near the same thing as being good. There are a lot of other game concepts that were introduced between OD&D and AD&D that were just plain terrible, inexcusably bad, that were thankfully removed much earlier than racial ASIs and the alignment rules. Exceptional Strength. Separate Strength maximums for female characters. The weapons vs. armor tables. Training rules.TBut the nine-alignment system has been a long-time aspect of D&D lore AND mechanics.
You don't need the existing alignment rules for this. You especially don't need someone to bring them back for this.Over time, the mechanics related to alignment have been watered down (e.g. no more alignment languages) but 5e still nods to those of us who continue to use alignment by having some magic items usable only by characters of certain alignments.
In my current campaign, alignment is important. It is less about a character's psychology and character (although it can affect both) and more about a cosmic battle over how reality should be ordered. Yes, the great-wheel and similar cosmologies aligned to alignment are ham-fisted, but this is a game, not an exercise in philosophy.
Sure. I agree with this. But that means that the alignment rules need to be marked (optional) the way feats and multiclassing are, and the list of D&D settings that use those rules wouldn't be "all of them". They shouldn't even be in the core rulebooks, because if multiple settings are going to be based on such a weird and specific and frankly boring and awful concept, they should at least do it differently.At some point, if you keep taking away these weird bits of D&D, it stops becoming D&D. Already alignment is clearly an optional subsystem in 5e. I don't see needing to get rid of it entirely. You can have settings that don't use alignment and those where it features front and center.
To the great surprise of no one, I liked how 4e did Alignment, which IMHO, captured (1) Basic D&D's Law vs. Chaos paradigm while also (2) reflecting mythic values of Order being "good" and Chaos being "bad," wherein Evil is regarded as both a perversion of Cosmological Order and Goodness. This also avoids the whole "equal goodness" bit.Adding the Good <-> Evil axis forces it to break down entirely, especially when you try to retain the concept and value of Balance between Good and Evil, which some AD&D (and later) material tries to flirt with. Then there's the fact that almost all AD&D (and later) material directly states that Lawful Good and Chaotic Good are equally good, then heavily implies that Lawful Good is the "greater good" of Good alignments, and then in practice in most D&D settings established that Lawful Good is an oxymoron.
Good means you generally try to do things the society views as good, but aren't tied to always following the rules, or always willing to break the rules.
So... to be clear, the reason that everything in the game world needs to be assigned an arbitrary spiritual/ideological category pertaining to the metaphysical underpinnings of the cosmology... is because you don't want your game to be bogged down in a bunch of philosophical minutia? Is that really an accurate summary of the position you're taking here?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.