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Which type of True Neutral are you?
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<blockquote data-quote="Deset Gled" data-source="post: 9310051" data-attributes="member: 7808"><p>Your second type of True Neutral (refraining from alignment) can exist is virtually any gaming world. Doing nothing that is evil/good/lawful/chaotic will universally prevent you from tipping in any direction. But your first type of True Neutral is world and circumstance dependent. </p><p></p><p>There is a difference between a world where good and evil are ideas and concepts, and a world where Good and Evil are a physical part of the magic in the universe. As a DM, I generally build my fantasy worlds as the latter. This has no bearing about my feelings of how real life works.</p><p></p><p>In a world where Evil/Good/Lawful/Chaotic are part of reality, there can be certain acts that immediately stop you from being True Neutral. Channeling large amounts of axiomatic energy might turn you to that direction. Casting certain spells that are intimately aligned in a direction will taint caster with that alignment. Gods that use Evil/Good/Lawful/Chaotic energy will have power over the energy and people associated with it. A world where evil/good/lawful/chaotic are more general ideas obviously lacks such strict rules. The amount of acts/ideas a Neutral can have before tipping is a direction is fuzzier, and ultimately up to the DM.</p><p></p><p>But even is a world where Evil/Good/Lawful/Chaotic are physical entities, there will be acts and ideas that are "good" or "evil" (etc.) that don't inherently channel "Good" or "Evil". For example, killing may be "evil", but isn't necessarily "Evil" and can be either "chaotic" or "lawful" based on circumstance. So, even in those worlds, it is possible for True Neutral character to perform a mixture of evil/good/lawful/chaotic deeds, but not "Evil/Good/Lawful/Chaotic" deeds.</p></blockquote><p></p>
[QUOTE="Deset Gled, post: 9310051, member: 7808"] Your second type of True Neutral (refraining from alignment) can exist is virtually any gaming world. Doing nothing that is evil/good/lawful/chaotic will universally prevent you from tipping in any direction. But your first type of True Neutral is world and circumstance dependent. There is a difference between a world where good and evil are ideas and concepts, and a world where Good and Evil are a physical part of the magic in the universe. As a DM, I generally build my fantasy worlds as the latter. This has no bearing about my feelings of how real life works. In a world where Evil/Good/Lawful/Chaotic are part of reality, there can be certain acts that immediately stop you from being True Neutral. Channeling large amounts of axiomatic energy might turn you to that direction. Casting certain spells that are intimately aligned in a direction will taint caster with that alignment. Gods that use Evil/Good/Lawful/Chaotic energy will have power over the energy and people associated with it. A world where evil/good/lawful/chaotic are more general ideas obviously lacks such strict rules. The amount of acts/ideas a Neutral can have before tipping is a direction is fuzzier, and ultimately up to the DM. But even is a world where Evil/Good/Lawful/Chaotic are physical entities, there will be acts and ideas that are "good" or "evil" (etc.) that don't inherently channel "Good" or "Evil". For example, killing may be "evil", but isn't necessarily "Evil" and can be either "chaotic" or "lawful" based on circumstance. So, even in those worlds, it is possible for True Neutral character to perform a mixture of evil/good/lawful/chaotic deeds, but not "Evil/Good/Lawful/Chaotic" deeds. [/QUOTE]
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