Understanding Alignments?

Quasqueton said:
Does the above match the D&D definition of Lawful?

"'Law' implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include close-mindedness, reactionary adherence to tradition, judgmentalness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should."
As long as we understand that "honor" means they have strong internal motivation for following their Code, "trustworthiness" means that they can be trusted to act consistently, and "obedience to authority" means the authorities that they are loyal to, that are compatible with their own internal Code, then, yes, yes it does.

Quasqueton said:
Does your LN rogue example match this:
"A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount to her. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.
Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot."
Yes, it does EXACTLY.
 

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Quasqueton said:
Why are D&D alignments so hard for everyone to agree on and come to a mutual understanding of? What is the intrinsic flaw of D&D alignments?

I find them to be restrictive because you're expected (from some DMs) to play the same alignment every day.

To give you an example, a lot of Mafia bosses would be considered evil in DnD terms (they sell drugs, corrupt people, etc) but they also give out money to their community. It may be some form of protection (eg they won't turn against you if you "bribe" them ahead of time) but so what? A DM who uses alignment as a straightjacket would either punish that person or pull out their "shades of grey" chart.

Now reverse the situation. You are a good-aligned character did something somewhat evil. Whatever you consider the opposite of giving money to your community is.

Some DMs will say, at that point, "I think that's kind of evil... I'm moving you towards neutral." That's pretty fair. Others will give you a twenty-minute rant about how you weren't playing your character right which frequently means plyaing your character in a way I disapprove of or playing your character within my alignment bounds.

Some won't even care, as they see alignment as two letters on a piece of paper that only make a difference when a few spells are cast.

Or another example. I once played a LE assassin in a campaign where the DM made it clear, before the game started, what he considered the alignments to be. I occasionally committed acts which were neither lawful nor evil, but most of the time I could be identified as lawful evil. I knew I was occasionally stepping out of LE, which isn't surprising considering most people do not endlessly repeat the same behavior. The DM told me "start acting lawful evil or I will take ... steps".

And why does it seem that 90% of all the D&D alignment problems revolve around Lawful Good?

Lawful is seen as less flexible. If a chaotic character does a "lawful act" (eg I'm joining a monastery for a month) it's just seen as capricious. Lawful characters are "held to a higher standard" and, in some campaigns, aren't even playable the way the DM interprets it.

(I also dislike how lawful characters are assumed to follow the laws, even if they're trying to bend them. A lawful evil rogue might break into someplace to steal something. They clearly broke the law. They're not suddenly spiralling into chaotic territory here. See this quote: "A lawful neutral character acts as law, tradition, or a personal code directs her.")

Paladins draw heat because their code goes beyond lawful good. It's lawful stupid.

You can't use stealth "except as a last resort". Poor Flik the paladin/rogue from Dragon Magazine wouldn't like that. Suppose you have an adventuring party with a master planner. He comes up with three plans, the best of which involves stealth, and two others that don't invovle stealth. They're all pretty good plans, but the first one is obviously the best. If you follow the other two plans, however, the party will not be ripped to shreds.

So the paladin pipes up, saying he doesn't want to follow plan #1. It's not the last resort, so he can't do it. He refuses to go along with the plan if the players follow plan #1 (and loses out on XP) or the other players conceal which plan they're using (turning the paladin into a joke ... I saw this way too often when I was a 2e player) or the other players relent, choose plan #2 or #3, and start to police the paladin as it's hurting them.

You know there's a lot of DMs who wish their players would try being stealthy or "diplomatic" (use your Bluff!) rather than just killing every enemy they see without regards to guile, grace or finesse? Sometimes paladins get in the way of RP.

Paladins can't lie. IMO this is the epitome of lawful stupidity. You aren't even allowed to mislead your opponents! Well, actually you can if you're "clever" and only literally follow the word of the rule that says you can't lie. You turn into a Vulcan or Aes Sedai clone, rather than a real character, if you keep that up.

Are they allowed to stand around when other players lie? See the part about association.

Most DMs I've had believe that even one lie causes you to lose paladin status. IMO the rule should say paladins are "discouraged" from lying.

Some people have suggested that, because paladins are known for not lying, people should trust them more. I disagree. Maybe it's because I've read three Wheel of Time books, but I woudln't trust anything an Aes Sedai said, so why should I trust a paladin? If they're my enemy, they're probably leaving something out or otherwise trying to lie to me in a way that won't get them fallen.

The restrictions on paladin behavior is stricter than that of a lawful good cleric. In large part this is because cleric codes are rarely printed, but the ones in FRCS were generally playable and not as strict. Considering the cleric gets a lot more power from their deity, I don't see why it makes sense that the paladin has more RP restrictions than the cleric.

You can't balance mechanics with RP. If the RP restrictions on a paladin were an attempt to balance it's power it is a failure. (I see no evidence of that, though. Paladins are pretty powerful, but not grotesquely overpowered in the core rules.)

Paladins cannot associate with certain other party members. It should be obvious why this is a problem.

Paladins need an atonement spell if they do not deliberately breach their code, but for some reason breach it (eg they're dominated and forced to do something evil). Paladins should not fear for their class abilities to that extent, as it results in an overly cautious character.

As I mentioned above, players often police the paladin. Well, so do DMs. For some reasons, reasonable DMs, even those relaxed on alignment issues, become hyperaware of such things when there's a paladin around and turn into monsters. They feel it's their duty to cause the paladin to fall, either by waiting for the player to make a human mistake, or deliberately provoking a fall from grace. If the DM is still reasonable around the paladin, the players won't be. The paladin sucks the joy out of their gaming. (See the part about stealth and diplomacy.)

No one ever comes here and asks whether an action/reaction was true to Chaotic Evil
It's difficult to be evil all the time. Clearly there are times you're not massacring peasants or torturing people. Unless you're a demon, in which case even you might run out of victims.

What is the core flaw in D&D alignments that makes it so hard for everyone to understand? Is it the written definitions (they are pretty straight forward and clear, to me)? Is it the baggage from previous editions of this game? Is it Real World gray morality clouding the concept? What is it?

Quasqueton

Some of the previous baggage disappeared. No more XP penalties for changing "alignment" or backstabbing druids or other such nonsense. In many groups I've been in, all the players have played in 2e, and it has colored their view of paladins.
 
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Quasqueton said:
Why are D&D alignments so hard for everyone to agree on and come to a mutual understanding of?
Within a campaign, it's two things, I think (both mentioned by posters, above):

- Straightjacket vs. guideline
- Neglect of the DM defining good and evil for his/her campaign

But let's be clear here - you'll never get a universal "mutual understanding" of alignments. Why? Because it's based on morality. And that is something that people will never agree on. The best you can ever hope for is an understanding within your particular group. Which is why discussing alignments on messageboards is pointless, unproductive, and a silly waste of time (except I do acknowledge that it's fun).

(And, by the by, I've never had problems with alignment in my games.)
 

Side tangent: Why do people feel alignments are "restrictive"?

Alignments don't exist to force you to act a certain way, but instead describe in general how you act.
 

Patryn of Elvenshae said:
Evil is an objective philosophical force of the D&D universe equally as powerful as Good. There are, therefore, two possiblities: 1) Anyone who believes in the power of Evil (i.e., worships an Evil god) over Good is merely insane; or, 2) There are valid philosophical reasons to believe in Evil over Good.
Part of the problem is the assumption that people are just automatically going to know how to define "Good" and "Evil", when some people study the matter all their lives! Many of us feel it. But put it in words. Hard, isn't it?

I've studied it pretty long and hard, myself. I've spoken to ministers and Satanists, priests and Nazis, athiests and agnostics, and people of all stripes, and here's what I've come up with: Evil and Good are a scale that measures the distance between what one wants to do, and what one knows one should do, tilted on one end by layers of self-deception and on the other by higher duty. To illustrate: One sees a little old lady who wants to cross the street, but looks nervous about all the traffic, and one has time to kill. If one goes and helps her - the best use for one's otherwise wasted time, then one has done Good. If one pretends to go help her, then pushes her into traffic and takes her purse - well, that's pretty far from what you should do, and thus, Evil. If you do nothing at all, or maybe if you help her across but still take her purse, well, that's somewhere in between - for RPG purposes, we could call that more Neutral.

Here comes self-deception and higher duty: On the Evil end of things, people sometimes convince themselves that they are serving some higher purpose in doing the things they do - the act of convincing themselves is, itself, pretty far from what one should do, and places a taint of Evil on everything that comes from that point. And on the Good end of things, people sometimes will do an Evil act in the pursuit of greater Good. And yes, these descriptions ARE very similar - the reason it is easier to become a great Evil from being a great Good than from a Neutral or Mediocre Good. ;)
 

Wombat said:
An orc is Evil and thus always Evil. For a paladin to kill an orc is thoroughly acceptable because the cause of Good is being forwarded by the destruction of Evil.
That's not true. D&D 3.x did away with that. Orcs don't have absolute alignment restrictions to evil; just look at the MM.
 

Corsair said:
Side tangent: Why do people feel alignments are "restrictive"?

Alignments don't exist to force you to act a certain way, but instead describe in general how you act.

Because a lot of DMs don't think so, and because characters change over time. A lot are "corner cases" when it comes to alignment.

PS replace orc with demon, and I think the above example makes more sense.
 

Personally, I think the main difficulty with alignment is that so many people underestimate how hard it is to be "Good." (A number -- but fewer -- also underestimate how hard it is to be "Evil.") Put another way, people underestimate just how large Neutrality really is.

Basically, everybody who wants to play a good guy will stretch the definition of Good until it covers their good guy ... and in many cases, that's a lot of stretching.
 

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