Revised Alignments

by dracodruid

Search GM Binder Visit User Profile

Revised Alignments

The definition of alignments has been an never ending discussion and source of confusion and frustration for the community. And even though D&D is now in its 5th iteration, the Player's Handbook itself is still unable to provide a clear and unambiguous definition of the nine alignments.

This revision tries to finally provide a clear image of the alignments, in order to end the ongoing discussion.

In addition to a description and a "motto", each of the four non-neutral alignments include an example of a so-called Dilemma — a situation in which upholding the character's principals could lead to serious complications and even spell disaster.

While neutral characters do not face these dilemmas, they also miss out on the opportunity to gain experience by following through with the character's principals and accepting the potential fallout.

What are Alignments?

Many players, DMs, and groups believe that alignments are an integral part of each character. It defines and dictates their actions, their behavior and morality.

This couldn't be further from the truth. A player doesn't choose their character's alignment, and the alignment doesn't dictate the character's actions.

In fact, a character's alignment itself is defined by their actions and is a descriptor of that character's position in the greater scope of the multiverse:

Their cosmic alignment.

1. Alignments are Objective

In the multiverse of D&D, alignments are not a matter of subjective perspective. The alignments shape and define the entire Outer Sphere of the multiverse as well as their celestial and fiendish residents. Only because a character can justify their otherwise atrocious actions, doesn't make their alignment good.

2. Actions define Alignment

A character's alignment is not a corset that dictates a character's actions and motivations, it is in fact the other way around. A character's actions are what define the character's alignment. As such, alignment can and will change when a character's behavior and actions change in a significant way.

3. Players don't choose Alignment

Following through with Rule 2, players don't choose an alignment for their character. Instead, the DM assigns alignments to characters according to their actions and behavior, and in accordance to the guidelines presented below. When a character's behavior changes, so does their alignment. A change in alignment is neither a dramatic nor a memorable event. Alignment is nothing the character can feel or be aware of.

Order vs Chaos

Lawful

Lawful characters value the existence of laws, traditions, and customs above their personal needs and feelings.

They exist for a very important reason, as they are the glue that hold society together. Certain things have to be done in certain ways, or otherwise, the glue will fail, and society will decent into chaos and anarchy.

Even when in a foreign land or disagreeing with them, the character will acknowledge and follow the local rules, and will obey them, even if it could spell disaster for their personal life.

Laws and Traditions are the cornerstones of civilization that separate us from the barbarians and protect us from chaos and anarchy.

Typical Actions: Respecting the local law, correctly addressing dignitaries, following the correct protocols and procedures at court, speaking the truth.

Example Dilemma: A lawful character that has sworn an oath of fealty would be in an ethical dilemma not to report findings of an internal conspiracy within their organization to their superiors, even if this would risk that the conspirators could get wind of it and expedite their plans or take actions against the character.

Chaotic

Chaotic characters see the existence of laws, traditions, and customs as a personal challenge. They are the jail of free will and personal liberation and exist solely to allow tyrannical systems to control people's thoughts, actions, and fates.

Chaotic characters actively try to undermine or even break these systems at every opportunity, and are willing to risk great personal discomfort — and maybe even harm — in order to do so.

Laws and Traditions are chains of oppression and conformity that need to be broken, so that I/we can live free.

Typical Actions: Actively breaking traditions, embarrass dignitaries, smearing dirty words onto temple doors.

Example Dilemma: A chaotic character would be in an ethical dilemma when having to choose between appeasing or alienating an important dignitary, which could result in serious repercussions for the character or the group.

Neutral

Characters that tend to neither a lawful or chaotic alignment see laws, traditions, and customs as simply something that is. They will follow these rules as they usually guarantee a trouble-free life within society, but will ignore them if the benefits would outweigh the potential risks in doing so.

Laws and Traditions are all well and good
— until they are not.

Revised Alignments v1.0 | by DracoDruid (@GMBinder | @Reddit)

Good vs Evil

Good

A good character values the lives and well-being of others just as high as their own (and sometimes even higher). Good characters strive to make the world a better place for everyone in it and will endure personal hardship if it would further this goal.

The needs of the many outweigh the needs of the few
— if the few also include myself.

Typical Actions: Feed the hungry, cloth the naked, shelter the homeless, leave no one behind.

Example Dilemma: A good character would be in a moral dilemma if they were on an urgent mission to warn the capital of an incoming attack, but stumble upon a group of exhausted refugees in dire need of an escort to the capital, which would greatly reduce the character's chances to reach the city in time.

Evil

Evil characters are only looking after themselves and no one else. Friends, Family, Companions — are all only means to an end and only useful if they help the character live a comfortable life or provide some other form of service or amusement. Once a person is no longer useful, they are per definition a burden, and will be swiftly removed from the character's life one way or another.

The needs of myself outweigh the needs of everyone else.

Typical Actions: Steal, lie, betray, torture, and kill as long as it will help ensure the own safety, comfort, or goals.

Example Dilemma: An evil character would be in a moral dilemma if their party was in a dire situation and the character has the chance to either stay and risk their own life to hopefully turn the tide, or save their own skin and leaving their companions to certain doom.

Neutral

A character that tends to neither a good or evil alignment will try to live and let live. They will try to better their life at every reasonable opportunity and take whatever they can get without taking unreasonable risks, though they won't resort to extreme measures such as physically threatening, harming, or stealing from others.

The needs of the many outweigh the needs of the few
— as long as I'm part of the many.

The Nine Alignments

These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary from that typical behavior, but the core principles won't change.

A creature that continuously strays from these principles should probably change its alignment to a more fitting one.

Lawful Good. You value and uphold the rules of civilization because an ordered society is the best way to create a safe world, with liberty and justice for all. You are reliable and compassionate, and think in terms of honor and duty, honesty and integrity.

Lawful Neutral. You value and uphold the rules of civilization as they are the bulwark against barbarism and anarchy. Personal discomfort is no excuse to abandon these principles and dying with honor is more desirable than living a life of falsehood. You are methodical and pragmatical, and think in terms of hierarchies and orders, leaders and followers.

Lawful Evil. You value and uphold the rules of civilization as they are the perfect tools that can be twisted and bend — but never broken — to control and exploit others while also using them to protect yourself from those you exploit. You are methodical and ever-scheming, and think in terms of deals and bargains, gains and costs.

Neutral Good. You try to help others to the best of your abilities and within the rules of society, unless those rules hinder you to do so.

Neutral. You live and do as you see fit, following the rules as is convenient, and without the drive to exploit — or responsibility to help — others. You live your live, they should live theirs, and no one should bother the other.

Neutral Evil. You take whatever you can get for yourself, as long as you can get away with it. If breaking the law is too risky, you'll find another way to get what you want.

Chaotic Good. You look around you and see oppressed people that yearn for freedom. Hierarchies, rules, and traditions, are only in place to control people. You don't just want a better ruler, because there is no such thing. You will break these shackles of conformity and oppression and show them a brighter future for everyone in it.

Chaotic Neutral. You look around you and see a world full of arrogant pompous asses and it's high time someone knocks those fools down a peg or two. Introduce a little anarchy, upset the established order, and everything becomes fluent.

Chaotic Evil. You look around you and see only predators and prey. Civilization is a fantasy. Order is an illusion. Selflessness is a lie. In truth, people are vicious primitive beasts, and you have made it your goal to proof it. You take what you want, when you want, from whoever you want.

Revised Alignments v1.0 | by DracoDruid (@GMBinder | @Reddit)

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.