John Wick, in his take on reforming D&D in "Santa Vaca - A Hack of the Worlds Most Popular RPG" on alignment:
johnwickpresents.com
He proposes a system where a player can allocate 5 points into Lawful, Chaotic, Good and Evil. According to the players stats in these alignment categories, the player may then, once per session, invoke a bonus on a roll that falls in line with one category. (The players are allowed to invest into contradicting categories.)
The categories are defined as follows:
Example:
Player (Lawful: 3, Chaotic: 1, Good: 1, Evil: 0)
After the game is over the player that used a daily bonus rolls a d6 vs the current bonus number in the invoked category, in this case Lawful (3). If the rolled number is equal or higher than the current modifier, the stat increases by 1. However, the totally allocated points cannot exceed 5.
A Neutral character is not one that is "balanced" but rather a character that is not affected by the system at all. He can neither use these modifiers, nor can he be affected by anyone that tries to use them on him.
This enables the DM to utilize the alignment system a whole lot better, while also letting the players be on the same page, on why something happens to them. I.e. the Lawful Good Paladin has accumulated 2 Evil points and now his god is mad at him.
On top of making the very vague concept of alignment more tangible it also allows for characters to evolve and capture these gray areas of where a Lawful Good guy, under the right circumstances, can become Evil.
I am contemplating on testing this system, or a variation thereof in my game. I do agree that alignment needs to be better utilized and like the idea of capturing it in a gamified system, that I feel, will add more flavor to my table.
Now to why I open this thread. Besides sharing this interesting idea and putting it out there for discussion, I want to inquire, if you guys already do utilize the alignment system at your table and if so how, or if you just neglect it, like I did so far.

Santa Vaca: Adjusting Your Alignment
(“Santa Vaca” is the working title for an RPG I’ve had on the backburner. It stemmed from the idea of working within the confines of D&D’s “sacred cows” of a…

It’s not a mechanic.
I mean it. Alignment is not a mechanic.
It has no mechanical significance. It doesn’t interact with any other mechanics. It has no real consequences or benefits. Most importantly, you can remove alignment from the game and lose nothing. You know it. You’ve done it.
So, why not make alignment matter? I mean, if I have to keep it (and according to my own rules, I do), we might as well make it matter.
He proposes a system where a player can allocate 5 points into Lawful, Chaotic, Good and Evil. According to the players stats in these alignment categories, the player may then, once per session, invoke a bonus on a roll that falls in line with one category. (The players are allowed to invest into contradicting categories.)
The categories are defined as follows:
Law wants Obedience, Structure and Order.
Chaos wants Freedom, Liberty and Self-Reliance.
Good wants Selflessness, Altruism and Comfort.
Evil wants Pain, Hatred and Suffering.
Example:
Player (Lawful: 3, Chaotic: 1, Good: 1, Evil: 0)
Player: "I want to trip the thief that just stole the womans purse"
DM: "Roll an acrobatics check vs DC 15."
Player: "Got a 13 with proficiency."
DM: "I see you have +3 in Lawful, since this is a Lawful action and you haven't used your bonus today, you may apply it to your roll."
Player: "Awesome, I will do that."
After the game is over the player that used a daily bonus rolls a d6 vs the current bonus number in the invoked category, in this case Lawful (3). If the rolled number is equal or higher than the current modifier, the stat increases by 1. However, the totally allocated points cannot exceed 5.
Player: "Rolls a 4."
DM: "Ok nice, your Lawful bonus increases to +4. However you need to subtract a point from somewhere else."
Player: "Ok, I lose a point in Good." (Lawful: 4, Chaotic: 1, Good: 0, Evil: 0)
A Neutral character is not one that is "balanced" but rather a character that is not affected by the system at all. He can neither use these modifiers, nor can he be affected by anyone that tries to use them on him.
This enables the DM to utilize the alignment system a whole lot better, while also letting the players be on the same page, on why something happens to them. I.e. the Lawful Good Paladin has accumulated 2 Evil points and now his god is mad at him.
On top of making the very vague concept of alignment more tangible it also allows for characters to evolve and capture these gray areas of where a Lawful Good guy, under the right circumstances, can become Evil.
I am contemplating on testing this system, or a variation thereof in my game. I do agree that alignment needs to be better utilized and like the idea of capturing it in a gamified system, that I feel, will add more flavor to my table.
Now to why I open this thread. Besides sharing this interesting idea and putting it out there for discussion, I want to inquire, if you guys already do utilize the alignment system at your table and if so how, or if you just neglect it, like I did so far.
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