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Alignment. Long regarded as the stick with which the GM beat players.
In the second edition game alignment was utterly confining and any
character that stepped from the path they had chosen at first level
- that dared to actually roleplay a character with a complicated
and evolving personality - was stunningly penalised. The penalties
have gone in third edition. Characters are now free to drift between
the alignments. This is a good thing, certainly, but it doesn't
overcome the fundamental problem of the alignment system: that it
shouldn't really be there in the first place.
Alignment is just an excuse not to roleplay. "I am playing
a paladin. My paladin is Lawful Good, therefore I," player
flips through the PHB, "act as a good person is expected
or required to act. I combine a commitment to oppose evil with the
discipline to fight relentlessly. I tell the truth, keep my word,
help those in need and speak out against injustice. I hate to see
the guilty go unpunished." Oh, dear god.
If alignment was just a crutch for the roleplaying-challenged it
would be a simple matter to excise it from the game. Unfortunately
this is not the case. Alignment is hardwired into the rules for
character classes, spells, races and even some magic items. Take
alignment away and suddenly whole bits of the game don't work properly
any more. Remarkably, this is even worse in third edition than it
was in second. Alignment in some form has to stay. This section
describes how that can be the case.
The Nature of Alignment
The Book of Vile Darkness and Book of Exalted Deeds
take some serious steps in defining what is Good and what is Evil.
But how can you actually define good and evil (or law and chaos
for that matter)? How often have any of us played in a D&D game
when someone says - "My character isn't evil. You may think
what he's doing is evil, but it is perfectly acceptable in his belief
system. He doesn't believe he is evil."
The answer is that in world where Alignment exists (as it does
in D&D) and spells can be used to detect it Good, Evil, Law
and Chaos are absolutes. There is a single, unwaveringly definition
for each of these terms. They are not open to interpretation. Of
course, this asks some fundamental questions such as who decided
what was Good and what was Evil. Who set the definitions? That is
all very interesting, and is more properly answered in the background
material for individual campaign settings.
The way I see it is this: Good, Evil, Law and Chaos are four fundamental
forces that pull reality (and those who live there) in different
directions. The politics of belief, faith and alignment are matters
that concern gods, angels and demons. They are, on the whole, too
high a concept for the mortal (i.e. PC) races. It just doesn't matter
to them, or it wouldn't were it not for churches and their clerics.
The moon churches in my Iourn setting are all Neutral. They have
their axes to grind, but it is not with waging war against an abstract
such as "all evil". Many churches, however, are motivated
to seek out and destroy evil, or good or any of the other alignments.
The clerics of these churches impart upon the people of the world
a sense that Evil (or Good) is a real and tangible force that can
take hold of a person and change them. That Evil is the cause of
their problems.
Are they right? Well, a force of Evil definitely exists in D&D.
Is that force a sentient thing that works to corrupt the weak, or
is it simply a product of the fact that evil beings exist and it
is the evil beings we have to worry about, not Evil itself? Either
works perfectly well in the D&D setting, and both are compatible
with my view of alignment.
So wars exist between good and evil, law and chaos. But how does
this really effect the man on the street? What does his alignment
actually mean? Does he even have one? Well, unfortunately he does.
Everyone stands somewhere on the moral compass, even if they don't
know where it is or don't even know there is a compass.
In my campaigns I do not require players to choose an alignment
for their character. They have the freedom to roleplay their character
as they see fit. If their alignment ever comes up in play (they
gain a magic item that only works for characters of a certain alignment,
or they have detect evil cast on them) I will make a judgement
call on their alignment based on how they have played their character.
I will still do this if players chose an alignment and didn't stick
to it.
Detect Spells and Alignment
By far the most annoying thing about Alignment is that some berk
can point his finger at your character and say "You're evil,
you are!" Spells that detect evil, good, law or chaos are such
a fundamentally bad idea it bugs me no end. But I'm playing D&D
and if I want to use all the feats and classes that are available
then I have to accept that these spells exist. However, I also accept
that I can slightly alter their effects.
The Detect Evil spell (and the paladin's ability of the
same name) detects the presence of evil auras. Any character who
is of an evil alignment has an evil aura, and can therefore be detected
with this spell. The spell might tell the caster that is a 'faint'
aura, but it will detect it nonetheless. This is all rather silly.
Most mortal creatures who can be defined as slightly dodgy are
not evil enough to register for this spell. As TS Eliot said, most
men are hollow men - they lack the conviction to believe passionately
in anything. I think my point is best illustrated by way of a visual
aid:

The above graph shows an axis for Good, Evil, Law and Chaos. Where
they meet is Neutrality. As you can see the Pit Fiend is an extremely
evil and lawful chap, the Balor is evil and chaotic and the Solar
is good and lawful. All three of these beings are far removed from
mortal man. They are our extremes on the alignment scale.
Almost all PCs will fall somewhere in the shaded circle. Even if
they are not neutral and have a learning toward one of the four
poles, it probably won't be significant enough to get out of the
grey circle. A cutpurse and a burglar would have chaotic leanings,
his disregard for others might make him slightly evil but in no
way is he approaching balor status.
Any character whose alignment is so trivial that it doesn't take
him outside the grey circle, cannot have his alignment discerned
by any of the detect spells. There just isn't enough there to detect.
Characters whose alignment falls within the shaded area are considered
neutral in all respects, despite their actual alignment.
This has some far-reaching game related effects. Magic items or
anything that requires a character to be of a certain alignment
(like a prestige class) will not be available for a character with
an alignment within the shaded area, even if they have been behaving
in a manner generally consistent with that alignment. This makes
some sense to me - only the best of the best (or the worst of the
worst) can use such devices, or enter such classes.
So who manages to break the boundary and have an alignment that
you can detect? Obviously, aligned creatures such as demons, devils
and angels detect as one might expect. Equally, truly ancient undead
creatures, aligned dragons and the like are probably sufficiently
impressive forces that they will detect. Among the PCs, paladins
will probably register as Lawful and Good because of the unswerving
nature of their class. All clerics have an aura. This aura is the
same as their god, so they tend to show up as well. Any character
who takes an Exalted feat is declaring that they are good, in the
same way those that take Vile feats are declaring they are evil.
This would also be revealed by a detect spell.
But do not forget that anyone can break through the wall and get
an alignment that shows up. All they have to do is convince the
GM (i.e. me) that they are playing their character in a manner that
is so consistent with a particular alignment that they are likely
to shine like a beacon to anyone with a detect spell.
Of course, most characters won't want to prove that because most
characters won't care - and rightly so. These mechanics I have introduced
help me to manage detect spells and alignment. It also stops the
zealous paladin casting detect evil on everyone in town and lynching
all the evil people.
Alignment and Taint
Taint was an optional concept introduced into generic D&D in
the Unearthed Arcana. I liked it and kept it. The section
on taint explains what it is, but a little more explanation
is required to fit it into the whole Alignment thing.
Taint is the overwhelming presence of ancient evil. It sticks to
things (even good aligned characters) and eventually corrupts them.
The rare spell Detect Taint will detect the presence of taint in
an item, place or on a person. A place, person or item that is tainted
will always show as overwhelmingly evil to a detect evil spell.
A good character could be tainted and still have a good alignment,
but show as overwhelmingly evil when exposed to a detect evil spell.
Alignment and Spells
This only really applies to clerics, but these problems can crop
up for everyone so I will mention them here. The standard rules
state that spells with an alignment descriptor are only castable
by characters of that alignment. So only evil clerics can cast cleric
spells with the [Evil] descriptor.
For the most part, my attempt to give all clerics a unique spell
list has circumvented this problem, but I can see occasions when
it would still be a factor. Therefore, I rule thus: If a player
believes his character would have no moral problem with casting
a certain spell, then he can cast it. Doing so may sway the GM's
understanding of what that character's alignment is (which may be
at odds with what the player thinks) but there is nothing intrinsically
stopping him. Often it is the context of how the spell is cast rather
than the spell itself that is considered aligned.
However, certain spells are undeniably attached to one alignment.
Spells such as Holy Word or any of the Corrupt spells from
the BoVD do exactly what they say on the tin. A good aligned
character has nothing to stop him casting a Corrupt spell, but will
undoubtedly see his alignment drift toward evil. Of course, he may
not care which is in itself the source of interesting roleplaying
possibilities.
Should a deity allow its followers to cast spells contrary to its
alignment? The answer to that question depends very much on your
view of how clerics and their gods interact. My interpretation of
the rules is that gods grant clerics a certain amount of power that
they use to manipulate the magical weave and cast spells. The spells
are devised by the clergies and not by the god himself. That is
why so many clergies have access to similar spells (they copy one
another). You can safely assume that Neutral deities probably don't
care too much if their followers are casting [Good] or [Evil] spells
as long as it isn't done to excess. A good god may take exception
to his followers learning and casting a spell like unhallow
and may act to stop it. However, the god may simply not notice.
It's up to the player and the GM's interpretation of how gods and
men interat.
Positive and Negative Energy
Oh dear. Here is a whole can of worms. In the second edition game
(nicely exemplified by the wonderful Planescape setting) the six
inner planes of Earth, Air, Fire, Water, Positive Energy and Negative
Energy were all considered to be neutral. These were the six building
blocks of life. They were the raw materials from which all things
were possible. This is an idea I took and ran with in my Iourn setting.
In third edition negative energy has become directly associated
with Evil, and positive energy is now directly associated with Good.
You can see why this is. Negative energy is antithetical to life
and it is used to create undead creatures that are, by and large,
evil little buggers. Positive energy, on the other hand, is the
energy that is used to magically heal wounds. This is normally considered
a good thing.
But I still don't think that Negative and Positive energy should
be any thing other than Neutral. They are just elements, like fire
is an element. Fire can be used to cook meat and feed the starving.
It can also be used to flash fry orphanages. It can be used for
good and evil purposes, but fire in and of itself isn't good or
evil.
This viewpoint (however reasonable it may be) rather flies in the
face of perceived D&D wisdom. Your prestige character class
that wields negative energy requires prospective characters to be
Evil. Spells that use negative energy often have the Evil descriptor.
The spell Deathwatch is a good example. It allows a character
to see how close to death someone is (presumably by measuring the
amount of negative energy in their body). This spell is a boon to
healers and other do-gooders, but it is saddled with the Evil descriptor.
Why? What is evil about seeing how ill someone is?
The main problem comes from spells such as Hallow or Unhallow,
and the fact that good-aligned clerics wield positive energy, and
evilly-aligned clerics wield negative energy for the purposes of
respectively turning or commanding undead. On a fundamental level
Negative is linked with Evil and Positive is linked with Good. That
stops right here and right now.
I rule this: Negative and Positive energy are neutral. Using them
is not an intrinsically good or evil act. What you do with them
might be considered good or evil. I will agree that Negative energy
lends itself to evil purposes more readily than positive energy
(and vice versa). This is why it is often used by evil characters.
But the character is not evil because he using negative energy,
he is using negative energy because he is evil. This is a very important
distinction.
As another example, good aligned undead hunters use positive energy
because it works very well against undead. That doesn't make the
energy itself good, any more than saying: this sword is very effective
at killing orcs, orcs are bad therefore the sword must be good.
So a cleric who uses Inflict Light Wounds is no more evil
than a fighter hitting someone with a long sword. They do the same
damage after all. The Inflict spell isn't going to hurt any
more or have any other deleterious effect. It is the context that
is important. And that is all I have to say on the matter.
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