D&D 5E What Alignment am I?

Hiya!

It's a toss up between Neutral and Neutral Good. I'd probably lean towards Neutral Good. You follow the laws because you don't want to get caught and you think it's a good thing to bring the bad guys in so they don't hurt others. You work within the law to do this. You do, however, see that the criminals behaviour is "damage done". Nothing you can really do about that after you've hauled them in...so no point in letting their ill-gotten gains just go to the rich folk (re: nobles, councilmen, government, kings, lord, etc)...who had nothing to do with it in the first place (unless the bad guy took it from them...but most likely they stole it from mugging people, break-and-enter, highway robbery, etc). You're keeping it for yourself because...why not? It's not hurting anyone else and it's making your life easier so you can continue to focus on the greater good; bringing in the bad guys.

^_^

Paul L. Ming
 

log in or register to remove this ad


Hi folks. Some more info. I'm still trying to put this character together.

I think he enjoys bringing murderers to justice both as an exciting job but morally so as well

But he lets the stealing go, so skewed standards

I think as soon as he is caught, he will realise the what a massive mistake he has made and will genuinely repent but it might take someone or something to open his eyes. Until then, now he has started, it feels like an addiction to him. The high before the fall.

If he has to kill the murderers then he will, but otherwise he will bring them in alive.

He has stolen once as an oddity and there have been no reprisals and his character has expanded in an unusual path from there.

He leaves the city watch and becomes an adventurer for opposing reasons. One he needs to stop doing this, but two he may get caught.

I agree that this is a tipping point. This is his backstory and it is at this point in time where he starts as an adventurer.

I still am not sure why your character is stealing. If it's simple greed, then how does he reconcile that with the obligation to the watch? Is it more like a compulsion (kleptomania?)? Is there something he WANTS out of stealing?
 

Banana

Not sure he knows. He did it once because he could, and now he does it if the opportunity arises.

People for me are complex with many layers. Just wanting to replicate that into my character really. There is no overwhelming drive or meaning to understand this. It just is.

Someone earlier in this thread mentioned that they didn't think it important to bracket a PC into a specific alignment, a label if you were. I'm starting to agree.

PC's can be more complex than that if you want. Maybe they should be aligned on their consistent morals (especially in a crisis) added to their current approaches. I haven't worded that eloquently, I'm sure someone can put it better than me.

I guess depending on what day (or time of day) it is I could be NG, CG, CN, LN, TN, NE, LE. I don't think I'm fully LG or fully CE but on any given day I can fluctuate.
 

Banana

Not sure he knows. He did it once because he could, and now he does it if the opportunity arises.

People for me are complex with many layers. Just wanting to replicate that into my character really. There is no overwhelming drive or meaning to understand this. It just is.

Someone earlier in this thread mentioned that they didn't think it important to bracket a PC into a specific alignment, a label if you were. I'm starting to agree.

PC's can be more complex than that if you want. Maybe they should be aligned on their consistent morals (especially in a crisis) added to their current approaches. I haven't worded that eloquently, I'm sure someone can put it better than me.

I guess depending on what day (or time of day) it is I could be NG, CG, CN, LN, TN, NE, LE. I don't think I'm fully LG or fully CE but on any given day I can fluctuate.

It's useful to remember that the alignment system was supposed to exist purely as a convenient formalism to help quickly, briefly summarize a character's behavior and motivations. As I understand it, one of the biggest (if not the biggest) reasons for it was to make hirelings easier to explain quickly--and to give a very simple heuristic for their general behavior (e.g. Chaotic hirelings would likely accept lower pay or work on "dirty business" jobs, but were more likely to desert when the chips were down). Unfortunately, it also got tied in as a prerequisite for certain classes...which established a precedent for the "straight-jacket" approach so commonly discussed today.

If you'd prefer something a bit more concrete and demonstrative, consider giving Dungeon World a look-see. Alignment in that game follows the same general idea, but instead of "nine points" it's just the five elements thereof (generally speaking). That is, characters are Lawful, Chaotic, Neutral, Good, or Evil--but there's a twist. Each class gives a list of "Alignment Moves" which define a specific behavior. If the DM and/or the group feels like the character fulfilled that particular behavior during a session, they get +1 XP during the session wrap-up (might not sound like much until you learn that levelling up takes 7+current level XP--so you're getting, at worst, 1/16th of a level from that!) There are also some "generic" moves, and given how DW encourages developing your own moves when appropriate, you can really come up with just about anything (if your DM is okay with it).

To give a specific example, the Paladin has two default options. Good: Endanger yourself to protect someone weaker than you; and Lawful: Deny mercy to a criminal or unbeliever. My own Paladin is Good, and early on he had plenty of opportunities to earn that bonus XP. In our second or third session (don't quite remember now, it's been a couple years), he leaped straight into a burning building to save people trapped inside, and got a heartwarming moment with one of the other characters as a result. Nowadays, however, it's actually not very common--but not because his behavior has really changed. It's because generally he doesn't need to "endanger" himself to protect someone "weaker than him." Usually, if he's leaping headlong into danger, it's to protect another party member--and they're usually not "weaker than him." (Specific exceptions have occurred, though, like an ally being knocked unconscious...while flying.) Similarly, most of the threats that would pay attention to things "weaker than him" are, themselves, significantly weaker than he is--so they're really not a "danger" to him. The character's been max level for ages (we have worked out our own post-level-cap advancement stuff so XP are still worthwhile), so it doesn't really matter that his behavior doesn't ping the official alignment anymore--but it definitely helped to shape the character's initial growth and development.

Similarly, the group's Thief has the alignment, Neutral: Avoid detection or infiltrate a location. Early on this was quite a challenge, and the Thief's stealthing abilities only came into play every two or three sessions on average. Now, however, the Thief is an absolute master of infiltration, deception, and silent killing, particularly due to having a cloak of stealth (not a true cloak of invisibility, but when paired with the character's natural hiding skills, it's nearly as good). So, early on, it pushed the player's behavior in particular directions, in a very "be subtle, use panache and wit" kind of way, and led to some damn good roleplaying.

Perhaps, then, it might be useful to come up with a single-sentence "goal" or "ideal" that this character wants to follow--not one he hits every session or even every other session, necessarily, but one that typifies his stance with regard to other people. Is he Good: Protect the downtrodden from those who would exploit them? Or perhaps Lawful: Uphold the letter of the law above the spirit? Perhaps he's even Evil: Take advantage of someone's trust (recognizing that "someone" can include the City Watch)? You can look here for more examples and some discussion of how DW uses the concept.
 



Hiya!

A quick little 2¢ on Alignment from me...

I find it unfathomable that the 9-point alignment system is unable to describe morally complex and nuanced behaviour accurately.

Do you find it equally unfathomable that the class system is unable to describe the capabilities of a pirate? Or that all humans are exactly the same...so a massive, hulking northman is just as dexterous and quick as a small and wiry south-islander...or vise a versa?

I'm pretty sure your answer is "No". You can make assumptions and otherwise "rijigger" what you need to fit the character. Alignment isn't a straitjacket. You can be a dickheaded LG mayor, just as you can be a fun-loving, carefree CE assassin. As someone already said (iirc), alignment is a "broad definition of typical behaviour". Someone who is LG is likely not a d-bag. If an NPC has his Alignment listed as "Lawful Good", it gives the DM a quick and easy idea of that NPC's moral and ethical compass. It if is listed as "Neutral (Evil)", it does the same thing. It isn't there to describe all the myriad of psychological factors that go into making a complete person.

Also, alignments don't determine your behaviour...your behaviour determines your alignment. At least as far as a character who has been in play (PC, NPC, monster, etc). Initially, it gives the overall "likely behaviour" (as I said above). But, once more and more things start happening where the PC/NPC/Monster/etc reacts to said things....that's when the alignment starts to fit the characters actions.

Again, an alignment gives a quick run down of likely typical outlook/behaviour for the DM and Players to start from. Just like "AC 14" gives a quick idea of how hard it is to hit the creature. Maybe it's really fast...maybe it's wearing armor...maybe it's wearing good armor but is really clumsy. The DM can pick something that seems cool or reasonable...but that AC can change as things occur during play.

Ok...back to the thread now I guess... :)

^_^

Paul L. Ming
 



Remove ads

Top