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Law and Chaos - the predictable and not so predictable
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<blockquote data-quote="No Name" data-source="post: 2513058" data-attributes="member: 31462"><p>What originally compelled me to post this is my method of character creation. Instead of choosing an alignment and playing to it, I decide how my character will behave and then try to figure out what alignment fits best.</p><p></p><p>The good/neutral/evil part is pretty easy. Sometimes I'll make a character with an extreme moral alignment and give them a "special interest group" which gets preferential treatment in the opposite direction (like I'm sure everyone else has done at some point). For example, the "good" guy who absolutely hates orcs, and will go to great lengths to get rid of them. Or the "evil" guy who has a soft spot for children, and would do them no harm under any condition.</p><p></p><p>The issue came up with a new character and his behavior. New campaign, starting at 5th level. I wanted a level of rogue to signify growing up on the streets, and then 4 levels of monk. The city he grew up in would be rife with corruption, unscrupulous merchants, lawmen, nobility and such at every turn. Because of this, he would have a deep distrust for those in power. But then I wondered how I could justify that as lawful. He could learn honor, discipline, and honesty from the monks, but is that enough?</p><p></p><p>So I thought I could blend lawful with a little chaos similar to the way I do the moral alignments. But isn't that neutral? I came to the conclusion that alignment doesn't really matter, and then remembered spells and how they affect certain alignments.</p><p></p><p>Of course, this is just a game. Maybe I shouldn't put so much thought into it. But it's also a fun hobby and a big interest of mine. I've listened to friends talk for hours about football strategy and so on, so my interest in this really isn't any different.</p><p></p><p>Perhaps the wise ones at ENWorld could point me to enlightenment. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="No Name, post: 2513058, member: 31462"] What originally compelled me to post this is my method of character creation. Instead of choosing an alignment and playing to it, I decide how my character will behave and then try to figure out what alignment fits best. The good/neutral/evil part is pretty easy. Sometimes I'll make a character with an extreme moral alignment and give them a "special interest group" which gets preferential treatment in the opposite direction (like I'm sure everyone else has done at some point). For example, the "good" guy who absolutely hates orcs, and will go to great lengths to get rid of them. Or the "evil" guy who has a soft spot for children, and would do them no harm under any condition. The issue came up with a new character and his behavior. New campaign, starting at 5th level. I wanted a level of rogue to signify growing up on the streets, and then 4 levels of monk. The city he grew up in would be rife with corruption, unscrupulous merchants, lawmen, nobility and such at every turn. Because of this, he would have a deep distrust for those in power. But then I wondered how I could justify that as lawful. He could learn honor, discipline, and honesty from the monks, but is that enough? So I thought I could blend lawful with a little chaos similar to the way I do the moral alignments. But isn't that neutral? I came to the conclusion that alignment doesn't really matter, and then remembered spells and how they affect certain alignments. Of course, this is just a game. Maybe I shouldn't put so much thought into it. But it's also a fun hobby and a big interest of mine. I've listened to friends talk for hours about football strategy and so on, so my interest in this really isn't any different. Perhaps the wise ones at ENWorld could point me to enlightenment. ;) [/QUOTE]
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