Quite frankly? Sheesh Merric, maybe we should do away with monster names too, there's no mechanical reason for them either! None of these mechanically irrelevant tags like "goblin" or "red dragon", we'll call them all "Monster" and be done with it...(Quite frankly, if there is no game mechanical reason for alignment to exist, then it should be gone).

rounser said:And it does have a mechanical purpose; it tells you who suffers from Protection from Good.
I'm not sure I completely agree with you, rounser. While an alignment does give you a clue as to how the character "should" act, I come from the school that a person/character is judged by their actions; a character acts the way he wants because he wants to, not because he has an alignment.rounser said:Like a class, an alignment tells you with a single word masses of information that are directly relevant to how you should play that character.
Not really. Without the word 'evil', you have a wizard who looks like any other wizard you might normally see. To me, this makes sense and is much more believable. What does an "evil" wizard look like? Does this "evil" wizard do nothing but commit evil acts everywhere he goes? Doesn't seem very bright. I guess evil must also mean stupid.Take away "evil" from "evil wizard", and you've lost a lot of information.
I've read the entire GURPS Monster Manual. GURPS does not use an alignment system. Reading the monster's description (and in most cases, seeing the picture), it becomes obvious what monsters are designed to be opponents for PCs. In fact, by definition, any monster in the MM can be an opponent for PCs... why should alignment have to be the judge?Now do that to the entire monster manual. Ditching alignment is suddenly not such a hot idea....in fact, it's outright dumb.
So you're saying the purpose to have alignment is to allow the existence of spells to counter/defeat/protect someone with an alignment? Redundant much?And it does have a mechanical purpose; it tells you who suffers from Protection from Good.
Perhaps then you should state that alignment is more useful for NPCs than for PCs, then, because the alignment gives the DM an indicator of how to play the 50th NPC they're playing that day.I come from the school that a person/character is judged by their actions
"Evil wizard" is obviously part of the script the DM sees for playing that character, not what the PCs see when they meet the wizard. Duh...Not really. Without the word 'evil', you have a wizard who looks like any other wizard you might normally see. To me, this makes sense and is much more believable. What does an "evil" wizard look like? Does this "evil" wizard do nothing but commit evil acts everywhere he goes? Doesn't seem very bright. I guess evil must also mean stupid.
As opposed to reading it in the stat block in under a second. It's an advantage of D&D that you can do this, not a disadvantage. Likewise, "lawful evil 15th level fighter" conveys a lot of information about that character which I doubt GURPs can match, and is one of the unsung features of D&D that no-one seems to recognise and therefore takes for granted, or downplays, or considers unsophisticated and beneath them...all the while reaping the benefits of it.GURPS does not use an alignment system. Reading the monster's description (and in most cases, seeing the picture), it becomes obvious what monsters are designed to be opponents for PCs.
No, it's a counterexample to Merric's contention that it has no mechanical use. It does. Wards against - and divinations of - evil and good are fantasy conventions, and the alignment system facilitates them. I consider the "here's a moral snapshot of this character" shorthand more useful than any mechanical advantages, though.So you're saying the purpose to have alignment is to allow the existence of spells to counter/defeat/protect someone with an alignment? Redundant much?
Um...ever heard of neutral alignment?I'm a firm believer in non-alignment. Let the heroes with the shades of grey overcome the light and dark of the D&D world!![]()

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.