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Why do people like Alignment?
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<blockquote data-quote="Celebrim" data-source="post: 9738215" data-attributes="member: 4937"><p>I disagree very strongly. That's not something I see playing out in my game. In my experience, being evil is hugely detrimental and not beneficial. I've rarely if ever seen a player or a party cut their own throat or sabotage their own success through an excess of honor or kindness, but I frequently almost every other session see players and parties sabotage their own success through ill-advised backstabbing, betrayal, attempts at deception, selfishness and so forth. What really gets a party in a death spiral is lack of party cohesion and every man for himself or running into a situation where you need a haven to fall back on but you've betrayed every potential ally that could be helping give you a respite. </p><p></p><p>In my last D&D campaign I can't think of one problem that was solved by being more evil, but I can think of several problems that were solved through honorable behavior and taking heroic risks. </p><p></p><p>When I ran open tables at the LFGS the thing that led to the most player deaths was players trying to score some loot that they wouldn't have to share and either pulling a group of adds into an already tense situation, or springing a trap while in combat. Functionally, evil and chaos just lead to situations where you have split the party even when the party is together.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9738215, member: 4937"] I disagree very strongly. That's not something I see playing out in my game. In my experience, being evil is hugely detrimental and not beneficial. I've rarely if ever seen a player or a party cut their own throat or sabotage their own success through an excess of honor or kindness, but I frequently almost every other session see players and parties sabotage their own success through ill-advised backstabbing, betrayal, attempts at deception, selfishness and so forth. What really gets a party in a death spiral is lack of party cohesion and every man for himself or running into a situation where you need a haven to fall back on but you've betrayed every potential ally that could be helping give you a respite. In my last D&D campaign I can't think of one problem that was solved by being more evil, but I can think of several problems that were solved through honorable behavior and taking heroic risks. When I ran open tables at the LFGS the thing that led to the most player deaths was players trying to score some loot that they wouldn't have to share and either pulling a group of adds into an already tense situation, or springing a trap while in combat. Functionally, evil and chaos just lead to situations where you have split the party even when the party is together. [/QUOTE]
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