D&D 3.x What is the "physical" advantage of being a good aligned character? (3.0e or 3.5e)

Shin Okada

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Of course, alignment should be based on the setting of that character's personality. But after playing this game for some years, It came into question in my playground.

As an adventurer, being good can be advantage at all?

Of course, a character must be good to take certain classes or to get some class-abilities. A paladin should be LG. And only good cleric can cast some spells such as Holy Smite (and can make holy weapons). There are some classes only open to good-aligned characters.

But in typical campaign, other character get non game-rule-related advantage from being "good". Most "anti evil" items (such as holy weapons) and abilities (turning undead) are accessible by neutral characters. And as monsters often use "anti good" items (such as unholy weapons) and spells (protection from good, Unholy Blight, etc.), good aligned characters often get disadvantage from being good.

Well, then are there enough advantage (game rule wise) for being good? If not, shall a DM reward good-aligned characters by some way? What kind of things can be used for it?
 

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Shin Okada said:
Well, then are there enough advantage (game rule wise) for being good? If not, shall a DM reward good-aligned characters by some way? What kind of things can be used for it?

People like you more when you're good... would you rather have Good neighbours or Evil neighbours? I think that can be a big advantage, at least it is in my campaign... now, the benefits of Chaos or Law is a whole other kettle of fish...
 

We ran into the same problem and eventually came up with a house rule that Neutral characters counted as either Good or Evil (or Lawful or Chaotic) according to what would be most detrimental to them at the time.

Their actual alignment didn't change, but effects that hurt a specific alignment could also count the "wafflers" as that alignment. So Protection vs Good was actualy Protection vs Good & Neutral (with respect to Good).
 

Possible chance of picking up exalted feats? No negative levels from Good aligned items? Silver is way more in this year than burnished coal black iron?
 

No, there aren't any game advantages to being good (other than class specific like cleric/paladin).

And, in fact, there are GM-specific advantages to good characters, since they cut down player strife and make it easier for plot hooks (the poor peasants need help).

From a role-playing perspective, the GM can have NPCs heap rewards on to good PCs.

Shin Okada said:
Well, then are there enough advantage (game rule wise) for being good? If not, shall a DM reward good-aligned characters by some way? What kind of things can be used for it?
 

Shin Okada said:
Well, then are there enough advantage (game rule wise) for being good? If not, shall a DM reward good-aligned characters by some way? What kind of things can be used for it?

Crack open a copy of the Book of Exalted Deeds; some of the stuff in there is VERY nice, and you have to not only be good-aligned, you have to be very good-aligned (no slipping up for you!) ... but there are clear rewards for doing so. ^_^
 


Hmm

Reputation and NPC reaction will work. But it works for entire party rather than on each individual PCs. For example, when a party is lead by a famous Paladin (or using a Paladin as their representative), and that party is considered to be "The Paladin and Co." by people, it is not so important for fellow wizard or fellow barbarian to be good aligned.
 

Your friends are actually your friends that will see you through thick and thin, rather than money-grabbing, wheedling, brown-nosed, potential backstabbers?
 

Shin Okada said:
Of course, alignment should be based on the setting of that character's personality. But after playing this game for some years, It came into question in my playground.

As an adventurer, being good can be advantage at all?

Of course, a character must be good to take certain classes or to get some class-abilities. A paladin should be LG. And only good cleric can cast some spells such as Holy Smite (and can make holy weapons). There are some classes only open to good-aligned characters.

But in typical campaign, other character get non game-rule-related advantage from being "good". Most "anti evil" items (such as holy weapons) and abilities (turning undead) are accessible by neutral characters. And as monsters often use "anti good" items (such as unholy weapons) and spells (protection from good, Unholy Blight, etc.), good aligned characters often get disadvantage from being good.

Well, then are there enough advantage (game rule wise) for being good? If not, shall a DM reward good-aligned characters by some way? What kind of things can be used for it?

Disadvantages of good:

Evil aligned items work against you.
Some magic targets good only.

Advantages of good
Some good magic only works for you (white robes of archmagic, good swords).

The advantages of Good versus evil seem to be the same (although most villains prepare anti-good stuff and use evil stuff).

Good or evil vs neutral, there might be a slight advantage to neutral mechanically. It seems minor at most with specific spells or magic items, not worth creating other benefits to balance it out. Perhaps adding in more spells and item options that are more alignment extreme for user requirements might be the best option to balance out this imbalance if you see the necessity.
 

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