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Rule of Three: 20/3/12
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<blockquote data-quote="Majoru Oakheart" data-source="post: 5858270" data-attributes="member: 5143"><p>Alignment is a sticky subject. However, in most D&D sources they are simply described as:</p><p></p><p>Good: Preventing harm/pain/suffering to others</p><p>Evil: Increasing harm/pain/suffering to others</p><p>Law: Order, organization, honor, loyalty</p><p>Chaos: Disorder, individuality, free will, randomness</p><p></p><p>Neutral is not getting involved in one axis or another. Not favoring one side.</p><p></p><p>CN is therefore the guy who personally couldn't be bothered to either harm or help anyone. People are in need? Sure, but how is that his problem? He sure isn't going to go out of his way to subjugate people, murder them, or likely steal from them if he's aware it'll cause them a lot of harm. But he's not going to go out of his way to find out if it harms people. Also, groups and loyalty are the kind of things other people do. The friends you are with today might be your enemies tomorrow. They'll likely leave you the next time you get to an inn, so might as well do it to them first.</p><p></p><p>Most CN people are kind of jerks, actually. Particularly because most D&D games revolve around an adventuring group of 4-6 PCs who need to work together in order to accomplish a goal. The key to that sentence is work together. Given that Chaos is described as the opposite or working together and following rules, it often encourages players to be jerks.</p><p></p><p>Obviously there will be some people who are CN bordering on TN who see the benefit of sticking with the group and furthering the groups goals. But would you trust the guy who actively seeks out the opposite of loyalty?</p><p></p><p>I find too many people use CN as an excuse to play "whatever I want to play". Each of the alignments should be a guide to play a certain way with as many "restrictions" as allowances. Unfortunately, the only logical restriction on CN is "don't be a team player, don't do what other people tell you to do". Which always goes over well in a group.</p><p></p><p>p.s. I obviously mean restrictions as in things you should THINK about not doing, not a straightjacket. Then again, if you can ignore ALL of the restrictions...why have alignments at all?</p><p></p><p>I like to think of CE as fiercely independent and MEAN/CRUEL. Get in their way, they'll likely kill you...or at least hurt you badly. Even if it isn't immediately and is instead in your room later when no one knows it's them.</p><p></p><p>Which is in contrast to:</p><p>CN: independent and out for himself</p><p>and</p><p>CG: independent but out for your well being. He just doesn't want to have dinner with you after saving your life or accept the key to the city.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 5858270, member: 5143"] Alignment is a sticky subject. However, in most D&D sources they are simply described as: Good: Preventing harm/pain/suffering to others Evil: Increasing harm/pain/suffering to others Law: Order, organization, honor, loyalty Chaos: Disorder, individuality, free will, randomness Neutral is not getting involved in one axis or another. Not favoring one side. CN is therefore the guy who personally couldn't be bothered to either harm or help anyone. People are in need? Sure, but how is that his problem? He sure isn't going to go out of his way to subjugate people, murder them, or likely steal from them if he's aware it'll cause them a lot of harm. But he's not going to go out of his way to find out if it harms people. Also, groups and loyalty are the kind of things other people do. The friends you are with today might be your enemies tomorrow. They'll likely leave you the next time you get to an inn, so might as well do it to them first. Most CN people are kind of jerks, actually. Particularly because most D&D games revolve around an adventuring group of 4-6 PCs who need to work together in order to accomplish a goal. The key to that sentence is work together. Given that Chaos is described as the opposite or working together and following rules, it often encourages players to be jerks. Obviously there will be some people who are CN bordering on TN who see the benefit of sticking with the group and furthering the groups goals. But would you trust the guy who actively seeks out the opposite of loyalty? I find too many people use CN as an excuse to play "whatever I want to play". Each of the alignments should be a guide to play a certain way with as many "restrictions" as allowances. Unfortunately, the only logical restriction on CN is "don't be a team player, don't do what other people tell you to do". Which always goes over well in a group. p.s. I obviously mean restrictions as in things you should THINK about not doing, not a straightjacket. Then again, if you can ignore ALL of the restrictions...why have alignments at all? I like to think of CE as fiercely independent and MEAN/CRUEL. Get in their way, they'll likely kill you...or at least hurt you badly. Even if it isn't immediately and is instead in your room later when no one knows it's them. Which is in contrast to: CN: independent and out for himself and CG: independent but out for your well being. He just doesn't want to have dinner with you after saving your life or accept the key to the city. [/QUOTE]
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