This is a brief article of some notes of mine that discuss
alignment as it is used in D&D and in my games, and how it affects your
character.
Alignment is a statistic on your character sheet that facilitates
role-playing—much more than any other statistic on your character sheet. It
defines how you are likely to respond to any given event.
I will list some examples of deeds below. But before I get
to that, I want to discuss what happens with your character if you do things
that do not match your professed alignment.
For the average character, performing a couple of actions
here and there outside of your alignment is not going to change your alignment.
It is only when your actions become *predominately* those of some other
alignment. For example, if your character has written down that he is chaotic
good, and then every time he sees someone breaking the law he ends up hauling the
criminal into the authorities, after awhile he may change alignment, perhaps a
step toward lawful, thus becoming neutral good.
For the D&D game (and my games in particular), the
alignment on your character sheet represents what you do *mostly*. It is not a
hard and fast rule or a straitjacket. For example, a neutral good character might find that he
wants to do something evil “just this once.” That won’t change his alignment.
However, if every time he is faced with a moral dilemma (good or evil) he
chooses to go with evil rather than good actions, his alignment might change.
For characters that have class levels in Cleric or Paladin
or some other class that follows the precepts of a deity or religion, doing
actions outside of those permitted by your deity or religion can cause you to
lose class abilities, and then eventually change your alignment. For example, a
neutral good cleric of Pelor that animates a zombie might find he has been put
on probation by Pelor, losing all of his spells and class abilities until he
completes a quest and receives a proper atonement. If the same cleric refuses
to come back in line with the precepts of the faith, he could change alignment
and at that point he will also have to choose a new deity or religion if it is
an alignment outside of those allowed by his faith.
What happens to my
character if his alignment changes? When your character changes alignment,
you lose all experience points for the level you are on (returning to the
minimum xp for your level), and also gain a -50% xp penalty until you gain a
level. There may be other repercussions as well, like being kicked out of your
church or losing some associations. And you might not be able to benefit from
magic items that require a certain alignment.
How will I know if my
character’s alignment changes? There are two ways this can happen. 1) You
can willingly choose to change your alignment. 2) The DM will inform you that
your character’s alignment has changed, either because of your role-playing actions
or perhaps because of sinister magic items that alter your alignment. In any circumstance, if your alignment changes, you suffer all of the penalties for changing
alignment.
Alignment on the
Outer Planes. Now a word about alignments on the Outer Planes. The Outer
Planes are the abodes of the gods, the home of the afterlife for mortals, and
the haunts of such extreme beings like angels and demons. Out there your
alignment actions can have an effect on the planes themselves. On the Outlands
are gate towns, each connected to some Outer Plane. These frequently slide over
to their nearby plane when the attitudes and actions of the citizens tip the
balance enough to change the town’s alignment. For example, in Plague-Mort (the
gate town to the Abyss that resides on the Outlands, near the Abyss), fiends
frequently go about town causing chaos and evil, until the town is so out of
control (finally becoming so chaotic and evil) that it slips into the Abyss.
Alignment in
Occipitus. In the Shackled City adventure path, there is a situation on
Occipitus, the 507th layer of the Abyss (a plane of Chaos and Evil).
There was a war long ago where demons fought against angels and tipped the
balance of a portion of Mount Celestia (a plane of Law and Good). Many angels
and demons died in that battle and some portion of Mount Celestia slipped into
the Abyss, partially merging itself with Occipitus. In this layer of the Abyss,
both moral (good vs evil) and ethical (lawful vs chaotic) behavior actually shapes
and reshapes the environment. It is the hope of many lawful good outsiders
(angels, for example) that that portion of Mount Celestia be returned to its
rightful place. However the denizens of the Abyss take unholy delight in
perverting the pure good of that place, and hope that that portion of Mt
Celestia will completely merge with the Abyss. In this place, every lawful
and/or good deed is exaggerated and revitalizes that portion of Mt Celestia that
is found there. Conversely, every chaotic and/or evil action is also
exaggerated and pulls that portion of Mt Celestia further into the substance of
the Abyss itself. In a sense, the battle for good and evil, law and chaos,
still rages on Occipitus until the merging is complete or Mt Celestia is
restored. This is why Kaurophon constantly tries to warn the party about its
actions. It is his hope that Mt Celestia be restored. A simple evil act like
animating a zombie (while “simply” evil on the Material Plane) is an act of severe
violation against the very core of Mt Celestia down here in the Abyss.
Kaurophon explains that the gods of Mt Celestia and the gods and demon lords of
the Abyss watch the events of this place, waiting with baited breath to act on
behalf of their plane if something goes too far in one direction or the other.
In the real world, alignments (moral behavior and ethical
actions) are highly subjective. And it is the topic of every religion to guide
people with their own particular version of what is good and what is evil.
In Dungeons & Dragons, alignments are *not* subjective.
Good is specifically defined, and so is Evil. I will try to discuss some of
those things below for each alignment.
Good
Helping others
just because it’s the right thing to do, not for reward.
Charity. Providing
material assistance for those in need. Like food for the hungry, clothing for
the naked, lodging for the homeless, hope to the hopeless.
Healing. Healing
wounds, removing disease, and neutralizing poison for those around you,
strangers as well as allies; and for the purest of good, even healing your enemies.
Personal Sacrifice. One
of the acts of good that I view as the best definition of good is personal
sacrifice. If you help someone at a personal cost just because it’s the right
thing to do, this is one of the strongest acts of good you can do. This comes
in various forms, from the poor man who gives his last gold piece to provide
food to a starving child, to the most extreme like martyrdom, sacrificing
yourself for the good of someone else, especially strangers and your enemies.
Good Spells. Perhaps
this is a simple concept but casting Good spells is a simple way to do a good
deed. Learning, preparing, and casting spells with the Good descriptor are all
good acts.
Mercy. When you
are fighting against someone and they drop their weapons and plead for mercy,
the good character stops attacking and accepts the plea. To ignore a plea for
mercy is a strong act of evil.
Forgiveness. Abdicating
your right to exact vengeance. Encouraging someone who is trying to turn from
evil. Not holding the past against them. These sorts of things are essential
for good characters. Forgiving those who ask but do not deserve it.
Bringing Hope.
Redeeming Evil.
Taking Exalted Feats.
Tithing to a Good
Church or Religion.
Slaying Creatures
that have the Evil Subtype. This is always a good act.
Being Humble.
Showing Kindness or
Love to those who have Harmed You.
Chastity. Resisting
inappropriate sexual encounters.
Zeal. Taking a
righteous stand against overwhelming or impossible odds.
Channeling or
Infusing Good Outsiders. When you share your body with that of an angelic
being.
Performing Exorcisms.
Casting out evil possessing spirits.
Consecrating or
Hallowing a Church or other Religious Place.
Overthrowing an Evil
Regime or Government.
Sometimes people assert that doing something evil to help
the greater good is a good act. But in D&D, doing something evil is an evil
act, regardless of whether or not it is for the cause of good or helps the
cause of the greater good.
Evil
Lying. Misrepresenting
the truth for personal gain. In D&D, lying itself isn’t evil unless it’s
done for personal gain.
Betrayal. Betraying
the trust of an ally or family member, or even the people of your community.
Murder. Killing
creatures with Intelligence scores of 3 or higher for nefarious purposes like
theft, personal gain, perverse pleasure, etc. Killing in self defense or in
defense of the helpless is not evil.
Vengeance. Taking
revenge against slights against you, seeking to punish people for their
actions.
Animating or Creating
Undead. This is an inherently evil act, one of the most heinous crimes.
Evil Spells. Learning,
preparing, and casting evil spells are evil acts.
Harming a Soul. Doing
harm to a soul is one of the most powerful forms of evil a person can do.
Using Others for
Personal Gain. This is perhaps the strongest definition of evil in my games.
Selfish acts at the expense of others, especially if it causes harm (even the
slightest) to someone else.
Greed.
Bullying and Cowing
Innocents.
Bringing Despair. The
opposite of bringing hope.
Tempting Others. Tempting
others to do evil.
Taking Vile Feats.
Slaying Creatures
with the Good Subtype. This is always an evil act.
Indulgence. Engaging
in inappropriate sexual encounters, indulging substance abuse with drug or
alcohol addiction. This also includes seduction of a good creature into such
acts.
Cannibalism. Consuming
any portion of a creature that has an Intelligence score of 3 or more.
Sadism and Masochism.
Self-Mutilation or
Self-Harm.
Necrophilia. Especially
taking the Lichloved feat.
Bestiality. Having
sex with a creature that has an Intelligence score of 1 or 2.
Humiliation.
Intimidating, Painful,
Excruciating, Sadistic, or Indescribable Torture. See the Fiendish Codex II
page 22.
Performing a Bloody
Sacrifice to a Demon Lord (or the like).
Desecrating a Good
Church or Place.
Possession. Possessing
an unwilling creature, or facilitating such possession.
Inflicting Pain to
gain Power.
Using Evil Spell
Components.
Speaking a Dying
Curse.
Overthrowing a Good
Regime or Government.
Lawful
Lawful Spells. Learning,
preparing, and casting lawful spells are lawful acts.
Slaying a Creature
with the Chaotic Subtype.
Swearing Fealty to a
Leader.
Overthrowing a
Chaotic Regime or Government.
Bringing a Lawbreaker
to Justice.
Reporting
Lawbreakers.
Helping to Revise
Unjust Laws.
Disciplining
Underlings.
Resolving Disputes
through the use of the Law.
Accepting Legal Judgment
against You.
Following a Rule you
think is Stupid.
Obeying a Leader that
you do not Respect.
Chaotic
Chaotic Spells. Learning,
preparing, and casting chaotic spells are chaotic acts.
Slaying a Creature
with the Lawful Subtype.
Overthrowing a Lawful
Regime or Government.
Cheating. Breaking
the rules.
Stealing. Taking
things that don’t belong to you.
Breaking Laws.
Humiliating Law Enforcement.
Inciting or Partaking
in a Riot.
Disobeying Orders
from Superiors.
Disobeying Law
Enforcement.
Morally Neutral
(Neither Good nor Evil)
Ethically Neutral
(Neither Lawful nor Chaotic)
For both of these alignments, as long as you strike a
balance between the acts you perform, you will maintain your neutral alignment.
If you are neutral good, you should have an equal amount of lawful and chaotic
behavior, for example. And if you are chaotic neutral, you should have an equal
amount of good and evil actions.
If you have made it this far, I have a little bonus since we
are not able to play this weekend. Everyone who comments on this post (using the
Comment link below) will be eligible to “Dice Off” against each other for a
special magic item. In the comment, just put the name of a fictional character (like Superman, Optimus Prime, Darth Vader, Robin Hood, Robocop, Jessica Rabbit, etc.) and what you think his/her D&D alignment would be and why. The magic item will be specific to one of your character
classes, but chosen by the DM. We will do the “Dice Off” at our next game
session.