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<blockquote data-quote="Storm-Bringer" data-source="post: 4229386" data-attributes="member: 57832"><p>Poorly worded? </p><p></p><p>In 1st edition, the PHB was sparse but clear, and the DMG was quite explicit in the descriptions and how to use them. The 2nd edition PHB and DMG both have an entire chapter on alignment, with clear cut examples such as this:</p><p></p><p></p><p></p><p>The PHB for 3.5 is quite explicit, going so far as to give a 'template' for each alignment to guide players. Chaotic Good, "Rebel"; Chaotic Neutral, "Free Spirit"; Neutral Evil, "Malefactor"; and so on, with at least a paragraph on each. Additionally, there are tips at the end such as, "Chaotic good is the best alignment you can be because it combines a good heart with a free spirit" and "Lawful evil is the most dangerous alignment because it represents methodical, intentional, and frequently successful evil".</p><p></p><p>I mean, if you don't like alignment, fine. If it works out well for your group to ignore it, that's great. But let's not pretend every description of alignment is in some hidden appendix near psionics and the Random Harlot Table.</p><p></p><p>Additionally, I find it rather bizarre to hear complaints about alignment being this unreasonable straitjacket to play, but no one complains that the Wizard with 13 Str can't toss the Ancient Red dragon through a wall. It's a chance to use a different frame of reference. If, in real life, someone is the type to consider following the rules of paramount importance to a functioning society, this is a chance to try a Neutral or Chaotic mindset. On the other hand, they can also play a Lawful character, if they prefer.</p><p></p><p>To answer a previous point, in many of the games that don't have an alignment system <em>per se</em>, there are still rules (with degrees of optionality) that present guidelines regarding character behaviour. White Wolf's system of Nature and Demeanor may be a bit more open, but it is no less a guide to behaviour than alignment. And like alignment, it is the starting point, not the sum total.</p></blockquote><p></p>
[QUOTE="Storm-Bringer, post: 4229386, member: 57832"] Poorly worded? In 1st edition, the PHB was sparse but clear, and the DMG was quite explicit in the descriptions and how to use them. The 2nd edition PHB and DMG both have an entire chapter on alignment, with clear cut examples such as this: The PHB for 3.5 is quite explicit, going so far as to give a 'template' for each alignment to guide players. Chaotic Good, "Rebel"; Chaotic Neutral, "Free Spirit"; Neutral Evil, "Malefactor"; and so on, with at least a paragraph on each. Additionally, there are tips at the end such as, "Chaotic good is the best alignment you can be because it combines a good heart with a free spirit" and "Lawful evil is the most dangerous alignment because it represents methodical, intentional, and frequently successful evil". I mean, if you don't like alignment, fine. If it works out well for your group to ignore it, that's great. But let's not pretend every description of alignment is in some hidden appendix near psionics and the Random Harlot Table. Additionally, I find it rather bizarre to hear complaints about alignment being this unreasonable straitjacket to play, but no one complains that the Wizard with 13 Str can't toss the Ancient Red dragon through a wall. It's a chance to use a different frame of reference. If, in real life, someone is the type to consider following the rules of paramount importance to a functioning society, this is a chance to try a Neutral or Chaotic mindset. On the other hand, they can also play a Lawful character, if they prefer. To answer a previous point, in many of the games that don't have an alignment system [i]per se[/i], there are still rules (with degrees of optionality) that present guidelines regarding character behaviour. White Wolf's system of Nature and Demeanor may be a bit more open, but it is no less a guide to behaviour than alignment. And like alignment, it is the starting point, not the sum total. [/QUOTE]
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