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Do you use Alignment in your D&D games?
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<blockquote data-quote="Lyxen" data-source="post: 8533290" data-attributes="member: 7032025"><p>Using words like "children's cartoon" is not usually considered nice... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>My point about the religions was that for most religions, there is that invisible "counter" that decides what happens to you when you die (heaven, hell,. karma, etc.). The only thing that D&D does (because it's magic) is to allow spells and powers to divine things about that counter. That was my point about religions, not specific descriptions of good and evil in a world where there is no proof.</p><p></p><p>Now, about pure good and evil, honestly, it's never been that hard, especially considering that alignement has always been fuzzy guidelines, non-prescriptive and descriptive only, and that people have never been expected to be absolutely consistent with their alignment, except possibly the paladin in 1e, hence my reference to Galahad. But note that, even then, a paladin was alway free to commit an evil act, it was not prescriptive. What it did, however, is record what had been done and there were consequences, as is normal with all acts, although quite drastic in the case of a paladin.</p><p></p><p>As for the definitions, you can use what works in your game, but good is simply caring about the welfare of others, possibly above yours, and evil is about not caring at all or even purposefully hurting others.</p><p></p><p>I must also say that the 5e definitions of alignement have been so streamlined as to make them practically useless, but you can still find it there. The ones from 3e are not bad at all:</p><p>Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit.</p><p>“Good” implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.</p><p>“Evil” implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing</p><p>for sport or out of duty to some evil deity or master.</p><p></p><p>After that, these are the ones that work at our tables, you are absolutely free to create your own at your tables.</p><p></p><p></p><p></p><p>It's a matter of taste, but note that the alignment restrictions might be LG for the Grail, but might actually be CG/CN for Mjolnir, because of where Asgard is on the Great Wheel. You might also go the way of the Weapons of Legacy, where specific acts done please or displease the weapon/object, allowing you to wield it or not, and/or develop powers. The possibilities are endless, and choosing the right one for your table is really a matter of taste.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8533290, member: 7032025"] Using words like "children's cartoon" is not usually considered nice... :) My point about the religions was that for most religions, there is that invisible "counter" that decides what happens to you when you die (heaven, hell,. karma, etc.). The only thing that D&D does (because it's magic) is to allow spells and powers to divine things about that counter. That was my point about religions, not specific descriptions of good and evil in a world where there is no proof. Now, about pure good and evil, honestly, it's never been that hard, especially considering that alignement has always been fuzzy guidelines, non-prescriptive and descriptive only, and that people have never been expected to be absolutely consistent with their alignment, except possibly the paladin in 1e, hence my reference to Galahad. But note that, even then, a paladin was alway free to commit an evil act, it was not prescriptive. What it did, however, is record what had been done and there were consequences, as is normal with all acts, although quite drastic in the case of a paladin. As for the definitions, you can use what works in your game, but good is simply caring about the welfare of others, possibly above yours, and evil is about not caring at all or even purposefully hurting others. I must also say that the 5e definitions of alignement have been so streamlined as to make them practically useless, but you can still find it there. The ones from 3e are not bad at all: Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit. “Good” implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others. “Evil” implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master. After that, these are the ones that work at our tables, you are absolutely free to create your own at your tables. It's a matter of taste, but note that the alignment restrictions might be LG for the Grail, but might actually be CG/CN for Mjolnir, because of where Asgard is on the Great Wheel. You might also go the way of the Weapons of Legacy, where specific acts done please or displease the weapon/object, allowing you to wield it or not, and/or develop powers. The possibilities are endless, and choosing the right one for your table is really a matter of taste. [/QUOTE]
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