I disagree with this statement absolutely.
Of course, I realize that my disagreement might be due more to flavour and philosophy than anything else. To me, law and chaos, good and evil, are intended to be polar opposites. The forces of good do not grant the same powers as the forces of evil. The forces of chaos increase individual freedom, while the forces of law increase order and tradition.
Mobility is as much a tool of order and tradition as it is a tool of freedom, for instance. Accuracy in combat is as much a tool of freedom as it is a tool of order and tratidion. Just like a fireball doesn't care who cast it, a +10 ft. bonus to your speed shouldn't care who gets it. If you're going to say that Chaos gives you mobility, you might as well say Evil gives you Fireball, or Good gives you Create Water, or Law gives you Magic Stone, or Chaos gives you Wall of Wind.
I do think we may just have to agree to disagree on it, but the fact that there's no direct relationship between order and tradition and a bonus to hit is a VERY good thing for the game, IMHO. Because tying the alignments too closely to game mechanics makes it much harder for DM's and players to have their individual interpretations of what those alignments mean. If Law gives you a bonus to hit, you won't be the most accurate archer in 12 kingdoms and be Chaotic. No matter how much you philosophically oppose cruel law and order, you just can't ever be as accurate as a kingdom's loyal archer of equal level. You can't love personal freedoms and hit anything you swing for. Heck, it's not hard to describe accuracy in terms of Chaos: "Your attacks are wild and unpredictable, not fitting into the comfortable pattern of fighting styles, and thus they catch many people off guard, enabling you to hit them more easily." It's similarly easy to describe mobility in terms of Law: "Your footsteps are so perfectly placed at such precise angles that you manage to use the machine of your body to it's top capacity, giving you a faster speed." But if you're Chaotic, you can forget about splitting your foe's arrow, and if you're Lawful you can forget about being able to run around the battlefield unfettered. And there's no logical reason, as far as I can see, to forbid it. Only "I want to make alignments more important," which can happen completely independant of limiting certain powers to certain alignments.
Good characters and creatures protect innocent life. "Good" implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.
Evil characters and creatures debase or destroy innocent life, whether for fun or profit. "Evil" implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.
This implies that good gods are more likely to protect you than evil gods. It means that a good god is more likely to give of itself to ensure your life and dignity. It further implies that evil gods are more likely to give you "active" powers so that you can cause harm for their amusement than "passive" powers to help keep you safe.
But by giving alignments concrete bonuses, you make a move from "implies and suggests," (which I've got no huge problem with) to "limits and defines" (which I do). I have no problem with the implied setting of D&D having more defensive good characters than defensive evil characters. What I have a problem with is saying Evil will always be better at causing damage than Good. No matter how hard Good tries, the bonuses are just limited to Evil. You have to have a black heart to land effective blows, the rule implies. If you're Good, you'll never be able to hurt that demon or that necromancer the way any darkhearted creature could.
In the core rules, the choices are obviously flavor considerations. Good doesn't heal more than Evil because Good is better at healing in D&D, but because the designers wanted to suggest a link between Good and Life and Evil and Death in the core rules. File the serial numbers off and any Evil cleric can channel Life as easily as any Good cleric. Or don't, and the abilities are still VERY comprable.
It's harder to do that with MoI, or with a setting where you have to be Evil to be good at hurting things. Being good at hurting things should not depend on your alignment, but on your own skill and choice. If I'm a purehearted farmboy, I should be able to deal as much damage as the town bully -- I should have the same options available. As NPC's, so PC's. Damage can be described in terms of the Compassionate and Good: "You strike the vulrnerable areas, to end the creature's suffering sooner and draw this unfortunate battle to a close before others get hurt." Defense can be desribed in terms of Wicked and Evil: "Your vile nature repulses those who think to come near you with a weapon, and seems to repulse the weapons themselves." There's no reason for evil to be always better (everything else being equal) at hurting than Good. Evil should have no exclusive claim to it.
The position of good vs. evil was put succinctly by Casanova Frankenstein in Mystery Men: "It's so easy to get the best of people when they care about eachother. Which is why evil will always have the edge. You good guys are always so bound by the rules. You see, I kill my own men. And lucky me...I get the girl." (Note that in this case, the "rules" are, apparently, altruism, respect for life, and a concern for the dignity of sentient beings....the Mystery Men are certainly not lawful in the D&D sense of the word. If in any sense, anywhere.)
Put bluntly, good powers care about you while evil powers could care less. For Joe Fighter this doesn't matter so much, but for anyone gaining powers through divine intervention it ought to matter exceedingly. Good has motive to grant you powers that allow you to protect yourself, protect others, and fight the forces of evil. Evil has motive to grant you the power to do as much harm as possible before being mown down. Good cares about all of the pieces it has in play on the board. Evil sees all of its pieces as something less than pawns.
This is your interepretation, but evil can be as compassionate in it's own selfish way as good. It can be as defensive, as helpful. You help others for the greater evil. You prop up the puppet king so you can rule behind the throne. You join forces with other evil people and help them out because they'll help you out. Evil gods help their evil clerics live as long as possible to help them continue their evil on earth. Life can be evil. Trust can be evil. Love can be evil. Help can be evil. Just as death, destruction, demolition, and ruthelessness can be good.
That is an advantage of the alignment system as it stands now, and I'm not about to let WotC say that my evil villain will never be as good at defending his evil troops than my good PC's of the same level. The tactics are for the players (including myself, for the NPC's) to choose, not for their alignments to dictate.
You can say, "Evil can give power to nurture and protect." I say, "Then it is not evil." I will however, grant that evil would be more than happy to grant an ability to subvert the nurturing and protective instincts of good creatures.
And that's fine for your campaign. It's not fine for everyone's campaign, and by forcing a universal on everyone, MoI harms those games that aren't like yours. Not everyone's evil is incapable of nurturing and protecting. Not everyone's law is incapable of flexibility. Not everyone's Chaos in incapable of accuracy. Not everyone's Neutrality is just sitting there doing nothing. Not everyone's Good is defensive and protective. These concepts are VERY multifaceted by their nature, and they should not ne codified any more solidly than they already are by rulebooks, with tendancies and flavor, not with mechanics. I have no problem with evil in your campaign being incapable of nurturing and protecting. I do have a problem if you (or WotC in this case) tell me that Evil
Has To Be Like This Because It Is Evil in mechanical terms. Because quite obviously, that's not true. That's up to each group to determine. That's up for each villain to determine. That's up for each DM's campaign to determine. The alignments are flexible and open to interpretation, and that is a Good Thing.
I prefer my fantasy worlds to make sense using the "logic" of an animistic universe within which symbolism has meaning, and magic is derived from that symbolism and meaning. Others prefer a universe in which "magic" is actually some form of undiscovered physics. If I was a member of the "undiscovered physics" crowd, I'm sure I would side with Kamikaze Midget on this one.
I don't have a verisimlitude problem with MoI. It makes as much logical sense as anything else in D&D (though it's vague meanings and two definitions for single terms do hurt that). I have a problem with MoI's definitions being an assumed logic in every campaign. They're not. They shouldn't be. And for MoI to center on defining the alignments in their powerful components, MoI hurts the concept of alignment as it exists in the D&D game in general. And by doing that, it hurts the current D&D game in general, too. It says "Evil likes to hurt things." If your evil draws from Shub-Niggurath and likes to heal things and spread life (including harmful life) everyplace, suddenly, MoI is entirely useless to your evil, and if you use MoI, you have to do extensive work in "filing off the serial numbers" or risk hurting verisimilitude because your evil likes to protect and defend, but your Good Incarnate is doing that. Which means, hey presto, if you have a different definition of the alignments than MoI does (and rest assured, almost every DM has a slightly different definition of the alignments), MoI becomes instantly useless.
It's odd, in the D&D continuum. The core rules themselves are made to be fairly flexible and adaptable to different styles of campaign, to different interpretations. They are made to be tinkered and toyed with to find what makes your group happy. But if you do that with MoI, the book quickly ceases to be useful. MoI is far too specific when it need to be vague (to be adaptable), but it's far too vague where it needs to be specific (to present a multifaceted archetype).