Difference between revisions of "Alignment"

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D&D, as I, Alexis play it, does not include the use of alignment in any way, shape or form.
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'''Alignment''' is a system originally defined in Advanced Dungeons & Dragons as a means of categorising the moral and ethical perspectives of characters and creatures within the game world. It is divided into two intersecting axes: the moral axis of "Good" versus "Evil," and the ethical axis of "Law" versus "Chaos," with "Neutrality" representing a balance or indifference between these extremes. This framework was intended to guide character behaviour, dictate the use of certain spells or powers, and influence interactions between characters and creatures. Alignment was presented as an intrinsic quality, inherent to both individuals and entire races, defining their actions and motivations within the game’s narrative structure.
  
[[Player Characters|Player]] and [[Non-player Characters|non-player characters]] aren't required to subscribe to any definite behaviour, including [[Cleric (class)|clerics]], [[Druid (class)|druids]], [[Thief (class)|thieves]], [[Assassin (class)|assassins]] or [[Paladin (class)|paladins]]. They may kill or harm at will, they may perform good acts, they may do as they like, as any humanoid being might.  As such, [[Character Race Relations|humanoid races]] don't conform to a standard either.  Any race will have members who are bloodthirsty, kind, generous or malevolent.  With regards to behaviour, none of it conforms to those concepts of "good" or "evil" described by alignment.
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Dungeons & Dragons, '''as described in this wiki''', does not incorporate the use of alignment in any way, shape or form.
  
Spells which formerly affected evil creatures now affect "malevolent" creatures — those wishing to cause harm, for any reason, as aggressive entities.  The former spell, "protection from evil" is now re-imagined as "[[Protection from Malevolence (spell)|protection from malevolence]]."  Creatures incapable of personal thoughts, such as those with less than 5 [[Intelligence (ability stat)|intelligence]], are not malevolent ... merely dangerous.
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[[Player Characters|Player]] and [[Non-player Characters|non-player characters]] are not obligated to adhere to any specific behavioural code, regardless of class, including [[Cleric (class)|clerics]], [[Druid (class)|druids]], [[Thief (class)|thieves]], [[Assassin (class)|assassins]], or [[Paladin (class)|paladins]]. Characters have the freedom to act as they choose — killing, harming, performing acts of kindness, or behaving in any other way — as any humanoid being might. Similarly, [[Character Race Relations|humanoid races]] do not conform to a singular behavioural standard. Members of any race may be bloodthirsty, kind, generous, or malevolent, with none of these traits inherently aligning with the traditional concepts of "good" or "evil" described by alignment systems.
  
Therefore, anyone might be malevolent, since it's a matter of intention, not nature.
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== Good & Evil ==
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Spells that previously targeted "evil" creatures now affect "malevolent" beings — those with the intent to cause harm, regardless of the underlying reasons, as aggressive entities. The spell formerly known as "protection from evil" has been redefined as "[[Protection from Malevolence (spell)|protection from malevolence]]." Creatures incapable of forming personal thoughts, such as those with less than 5 [[Intelligence (ability stat)|intelligence]], are not considered malevolent; they are merely dangerous by nature.
  
There IS such a thing as an evil creature. However, these are limited to unreal manifestations, such as [[Demon|demons]], [[Devil|devils]] and [[Undead|undead]]. Likewise, while "black magic" exists, this describes the intention to use existing magic spells for the purpose of causing harm a behaviour associated with [[Maleficium|maleficium]].
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As a result, any individual may act malevolently, as malevolence is defined by intention rather than inherent nature.
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However, truly evil creatures do exist, though they are limited to supernatural entities such as [[Demon|demons]], [[Devil|devils]], and [[Undead|undead]]. The concept of "black magic" also exists but refers to the intentional use of existing magic spells to cause harm, a behaviour associated with [[Maleficium|maleficium]].
  
  
 
See [[Character Creation]]
 
See [[Character Creation]]
  
[[Category: Don't Review until 2022]]
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[[Category: Reviewed]]

Latest revision as of 20:57, 25 January 2025

Alignment.jpg

Alignment is a system originally defined in Advanced Dungeons & Dragons as a means of categorising the moral and ethical perspectives of characters and creatures within the game world. It is divided into two intersecting axes: the moral axis of "Good" versus "Evil," and the ethical axis of "Law" versus "Chaos," with "Neutrality" representing a balance or indifference between these extremes. This framework was intended to guide character behaviour, dictate the use of certain spells or powers, and influence interactions between characters and creatures. Alignment was presented as an intrinsic quality, inherent to both individuals and entire races, defining their actions and motivations within the game’s narrative structure.

Dungeons & Dragons, as described in this wiki, does not incorporate the use of alignment in any way, shape or form.

Player and non-player characters are not obligated to adhere to any specific behavioural code, regardless of class, including clerics, druids, thieves, assassins, or paladins. Characters have the freedom to act as they choose — killing, harming, performing acts of kindness, or behaving in any other way — as any humanoid being might. Similarly, humanoid races do not conform to a singular behavioural standard. Members of any race may be bloodthirsty, kind, generous, or malevolent, with none of these traits inherently aligning with the traditional concepts of "good" or "evil" described by alignment systems.

Good & Evil

Spells that previously targeted "evil" creatures now affect "malevolent" beings — those with the intent to cause harm, regardless of the underlying reasons, as aggressive entities. The spell formerly known as "protection from evil" has been redefined as "protection from malevolence." Creatures incapable of forming personal thoughts, such as those with less than 5 intelligence, are not considered malevolent; they are merely dangerous by nature.

As a result, any individual may act malevolently, as malevolence is defined by intention rather than inherent nature.

However, truly evil creatures do exist, though they are limited to supernatural entities such as demons, devils, and undead. The concept of "black magic" also exists but refers to the intentional use of existing magic spells to cause harm, a behaviour associated with maleficium.


See Character Creation