Difference between revisions of "Alignment"

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I do not play with alignment in any way, shape or form. Characters and NPCs are not required to subscribe to any given behaviour, including clerics, druids, thieves, assassins or 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]] do not conform to any standards either. They may be bloodthirsty or malevolent, but this does not automatically conform to concepts of “evil” or “good” as described under alignment.
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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.
  
Spells which formerly affected evil creatures now affect malevolent creatures - so “protection against evil” is “protection against malevolence.” Malevolent describes any creature with intelligence which wishes to harm the party. Creatures which are non-intelligent are NOT malevolent ... merely dangerous.
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Dungeons & Dragons, '''as described in this wiki''', does not incorporate the use of alignment in any way, shape or form.
  
Because a “good” person can wish to harm a party as well as an “evil” person, there is no “reverse” for the protection from malevolence spell. It is universal. Note the spell does not protect against those who are defending against the party's aggression, as defence is not malevolence.
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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.
  
There is such a thing as an evil creature, and “evil” can still cause a party to suffer penalties and fear. But this is NOT alignment, but an effect upon a characters physiology in terms of how it is affected by a kind of magic. Undead “evil,” for instance. Thus “black magic” exists ... it is not a description of personality, however, but of a dark wrongness, or unnaturalness, like a disease, infecting an otherwise wholesome natural world.
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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.
  
See [[Player Characters]]
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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]].
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See [[Character Creation]]
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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