My point is there should be a section in the DMG (and probably another in the MM) talking about how alignment is just the default and how to adjust. I think anything that deviates from the default should be setting specific like what Eberron does.
I disagree because I think that would be far too easy to overlook. I think it also leads to a bit of laziness. Why not have all humanoids be neutral by default, and have specific settings decide whether they are good or evil in them?
There may have been one person (I don't remember) who brought of killing baby orcs who said they think it's okay if orcs are always evil.
That would be Gygax. And a
lot of other people as well.
Was Ripley evil when she torched the egg sacks of the Xenomorphs in Aliens? Beyond that? It's always the people like you who don't like it that bring it up. Repeatedly.
Well, it's been decades since I saw that film (I've only seen the first two), so I could be fuzzy on some details, but as I recall: Ripley was trapped. There was literally no place she could go without getting killed, and the general atmosphere of the planet was at least a bit toxic. She had no way of replenishing her supplies. She was in a kill-or-be-killed situation. Xenomorph eggs were literally dangerous from the get-go, since the facehuggers attacked immediately upon hatching and chestbursters (who, much like certain D&D monsters like mind flayers) kill the person they were using to incubate. The xenomorphs themselves appeared completely incapable of communication--I could be wrong, but I don't recall seeing anything like evidence of handicrafts, writing, or
anything else that would indicate xenomorphs were sapient. Their vocalizations sound like animal noises, not like any sort of human language. They acted in all way like smart but
very vicious predators. That had acidic blood. Ripley was trying to survive long enough to get off-planet.
Compare to D&D, where the average party actively and deliberately enters an orc lair with the full knowledge that orcs are sentient beings simply to kill them and take their stuff. They can leave at any time they like, and would likely be able to get away without too much trouble. There's a good chance that they either know Orcish or have access to a spell like
comprehend languages or
tongues. It is possible to negotiate with, bribe, threaten, or ally with orcs. Orc babies are born through old-fashioned sex and don't require a host body to die for them to be born, and orc babies have to grow up just like human babies do. In other words, D&D orcs are
exactly like D&D humans, elves, dwarfs, halflings, gnomes, etc., except that someone, way back when, decided their purpose was to be sword fodder for low-level PCs.
If people like me don't bring Aliens up, it's because that has absolutely no similarity between them and D&D orcs.
If an intelligent creature can decide their brain structure gives them empathy, then any intelligent creature should be able to do so. However people overestimate how much control they have over who they are. Some people have a different structure in their amygdala that makes them psychopaths (coded as callous and unemotional the diagnostic manual). Even though it's quite rare, they commit half of all violent crimes. With proper treatment, they're more likely to stay out of jail but they will never develop empathy, the best they can do is be trained to pretend to be normal because it's more rewarding in the long run.
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Intelligent creatures don't "decide that their brain structure" gives them anything.
Last, but not least I'm not going to tell anyone that the way they run their game is bad-wrong-fun. If people want to do dungeon crawls where slaughtering every monster in sight, that's up to them. If you want the evil versions of monsters to be 1 in 100 that's also perfectly fine.
In any case, there's nothing new here. I find alignment useful. I think it's an incredible leap of logic to say that if we didn't have alignment we wouldn't have evil monsters or that it would make the game better in any way. We'll just have to agree to disagree.
That's fine. You can find it useful. I just don't think it's as objectively useful as you think it is, especially since monsters have changed alignment between editions (orcs and Strahd have been mentioned; two other examples are dryads, who went from N to CG back to N; and mephits used to be N and are now NE) or don't do an adequate job matching the text (beholders are LE, despite being completely paranoid, unwilling to trust or ally with anyone they don't completely control except in those rare occasions when their personal madness allows them to see other beholders as extensions of itself rather than separate individuals, don't respect people of higher authority, and as of this edition, being born from dreams).
And I think that, in general, it causes too many problems to be worth the small amount of benefit it gives--which is an
extremely basic overview of how the monster
might act.