I disagree. In some cases they should be slavishly followed. Paladins, Clerics, Druids and Rangers are four such characters I would say should be following their alignment to the letter. The former two especially, since they get their powers directly from their respective deity. That's why Paladins lose their abilities when they act outside their alignment. To them, it's not just a subjective moral code.znix said:It's just a yard stick for behavior and role play, not really something meant to be slavishly followed all the time. Everyone does something odd once in a while or out of character. D&D and RPG personas are no exception.
TLR
I always thought Chaotic Good was one of the easiest to play personally. It's a purely "ends justify the means" and "Screw the rules, I want to help the orphanage" sort of view.Biodisaster said:I always thought Chaotic Neutral was a cop-out for most people. I've seen very few people pull it off.
.
MERCY!?!! MERCY!?!?Biodisaster said:I always thought Chaotic Neutral was a cop-out for most people. I've seen very few people pull it off.
Because then you get that tool who does whatever he likes to screw up the campaign and justifies it with "BUT I'M A CHAOTIC NEUTRAL!!!!" Unfun.
Not in D&D, it's not. For instance, many of the best magical weapons are associated with alignment, and you can only use them if you have the matching alignment. Material planes of existence are associated with alignment, as are certain spells. Divination can actually determine if you are good, or evil, or chaotic, or whatnot. Alignment in D&D is no more a yard stick than Dark Side and Light Side are in Star Wars. Ergo, you need to have a concrete grasp on them.znix said:It's just a yard stick for behavior and role play...
I picked up the 4th PHB just recently and found myself flabbergasted that they would change the alignment system to that. I admit I had troubles grasping the nuances of some alignments (but they're entire moral codes, a few difficulties are to be expected!), but to completely remove Chaotic Good and Lawful Evil just seemed bizarre to me, especially since a major evil force (Devils) are rigidly Lawful Evil from what I recall. It was part of what made them special. They were Evil, but if you had a contract with them they would uphold it to the letter.Altorin said:4th edition eschewed a lot of confusing alignments from the getgo, and explained the remaining ones very well I thought. No more Chaotic Good or Chaotic Neutral, or Lawful Evil or Neutral Evil.. Just Lawful Good, Good, Unaligned, Evil, and Chaotic Evil.. It looks a bit more like a slider, which makes more sense to most people then a 3 by 3 graph, and the alignments are explained in such a way that you can still fit all of your characters nuances into the simpler system.
there is nothing that says a good character cannot be chaotic minded.Xzi said:Meh I don't like all the neutral alignments being lumped into one. Chaotic just means unstable and unpredictable, and even good characters can be those things. So limiting that to evil only feels fairly restrictive. Whether most players choose to create a persona separate from their own is of little consequence, because that's kind of the point of the game. If you're just going represent your true self throughout, you might as well pick up Monopoly instead because there really isn't any roleplaying happening there.Altorin said:4th edition eschewed a lot of confusing alignments from the getgo, and explained the remaining ones very well I thought. No more Chaotic Good or Chaotic Neutral, or Lawful Evil or Neutral Evil.. Just Lawful Good, Good, Unaligned, Evil, and Chaotic Evil.. It looks a bit more like a slider, which makes more sense to most people then a 3 by 3 graph, and the alignments are explained in such a way that you can still fit all of your characters nuances into the simpler system.
The Vampire games also have (at least for the "good" characters) a sliding alignment system which is very unforgiving, but your character will often find an equilibrium, in that he'll land at the Humanity he's meant to be at - not too high, and hopefully not too low, and hopefully by the time he gets there, he's not a deranged mess.
Exalted has 4 seperate alignments that are rated from 1 to 5; Valor, Conviction, Compassion and Temperance. Then (at least for "solar" exalted), you pick your highest alignment and choose a "Eventually I go crazy And.." associated with that. If you are forced to act against your highest alignment too often, eventually you "limit break" or "snap all holy hell" and are forced to carry out your "eventually I go crazy" clause on your character sheet. For Valor it might be "Eventually I go crazy and attack everyone I see", or for Compassion it might be "Eventually I go crazy and kill whomever is harming the weak"
Both of those two games put actual gameplay into their alignments, and I think that's the weakness D&D has - alignment is an ephemeral thing. It's up in the clouds somewhere.. The large majority of players don't have the will or the want to take on a completely different persona to their own, so they'll often superimpose their own morals into their character, even subconsciously, and even if their character is chaotic neutral, they'll routinely act good, because they are themselves good. In old D&D, making a mistake like this was costly (you actually lost experience if you changed alignment), now it's not so much.. That's why I like the new Alignment system for 4th edition, because you can just put "good" or "unaligned" on your newer players sheets, and they'll act that way because that's how they are.
Those devils and those deeds still exist (and I agree, differentiating Devils from Demons was always interesting when they had such a large overlap), but those are just "Evil" things now. It's Evil to trick someone using a contract.Amnestic said:I picked up the 4th PHB just recently and found myself flabbergasted that they would change the alignment system to that. I admit I had troubles grasping the nuances of some alignments (but they're entire moral codes, a few difficulties are to be expected!), but to completely remove Chaotic Good and Lawful Evil just seemed bizarre to me, especially since a major evil force (Devils) are rigidly Lawful Evil from what I recall. It was part of what made them special. They were Evil, but if you had a contract with them they would uphold it to the letter.Altorin said:4th edition eschewed a lot of confusing alignments from the getgo, and explained the remaining ones very well I thought. No more Chaotic Good or Chaotic Neutral, or Lawful Evil or Neutral Evil.. Just Lawful Good, Good, Unaligned, Evil, and Chaotic Evil.. It looks a bit more like a slider, which makes more sense to most people then a 3 by 3 graph, and the alignments are explained in such a way that you can still fit all of your characters nuances into the simpler system.
You just had to watch out which letters were there.
The opposite of "yard stick" is not "wooden caricature." I mean, did you read the same column I wrote? About the time I started to contrast act- and rules-based utilitarianism as representing differences between chaotic and neutral, I think we moved well past "wooden caricatures" into "detailed philosophies of life".znix said:To those disagreeing with me. It IS a yard stick. You know why? Because I say so That's the beauty of such games. You can make your own rules.
Also, every person alive has both good and evil in them. It simply takes the right circumstances to bring it out. Are we suddenly saying D&D characters should be wooden caricatures instead of fleshed out fantasy denizens?
True, but the Lawful aspect is now lost to them, meaning that while before they would never think of breaking it, now there is no such restriction. Some of the charm and uniqueness has been lost in that way I think. Now they're just "Evil" whereas before, which includes everything Neutral Evil.Altorin said:Those devils and those deeds still exist (and I agree, differentiating Devils from Demons was always interesting when they had such a large overlap), but those are just "Evil" things now. It's Evil to trick someone using a contract.