The Quick and Easy Way to Remove Alignment from your Game Mechanics Without Making a New World


Homebrew and House Rules


Having problems with alignment issues for your black and white game? Tired of having to explain your own view of alignment to those around you? Sick of alignment discussions? Tired of all the silly gimmicks to make sure your villain doesn't get caught by the party paladin? Want to remove headaches tied to these but you don't want to make a new world or create new mechanics? Well this might help you solve your problem.

To be honest I like having alignments as descriptors, but it really is subjective in my perspective. So my vision of good and your vision of good may be different just as my vision of beautiful may be different than your vision of beautiful. I'd like to keep alignment in the game as a descriptor, but tying alignment to game mechanics is silly in my own personal opinion. This is for those who have the same feeling of alignment as I do but don't want to make a new world or new game to support the lack of alignments.

Well fortunately it's easier to remove alignment than to add it. So what can even detriment the process of removal?

  • Alignment Restrictions on Classes
  • Class Abilities and Magic based on alignment

    -- Removing Alignment Restrictions --

    This is actually easier than it seems, mostly because some of the classes with alignment restrictions already come with a code. It's basically having a code of conduct.

    Paladin - This is can be the most challenging, but once you create a code, you should never have to argue with your player again about morality. I got this idea from "Paladin" (It's its own rpg). It states that it's best to come up with minor laws, major laws, and an unbreakable law. Breaking an unbreakable law is grounds for a fallen paladin, while the other ones may sometimes need to be sidestepped for the greater good. You can add more laws or even make the code more lenient, just let the players know what you expect of them.

    Here's an example and can be changed to fit one's own view of how a paladin should act:

    Unbreakable:
    > A paladin shall never slay for envy, wrath, or greed.

    Major:
    > A paladin shall never leave an innocent in danger when it is within his/her power to save the innocent
    > A paladin shall not torment foes

    Minor:
    > A paladin shall be honest and shall not deceive
    > A paladin has mercy and shall not slay a foe while he or she is helpless
    > A paladin is justice and shall stop crimes that are within their power to stop
    > A paladin is respectful and shall follow the rules of engagement of legit authorities

    Tips: avoid using the words good, evil, bad, great, poor and other opinionated adjectives
    More Tips: You may want to change the code to reflect their respected deity/religion

    Barbarian - Just go for something simple and that represents the chaotic, individual nature of a barbarian

    > Do not submit to those who haven't proven themselves!

    (Meh, codes are a pain to write, just let your barbarian know that if his/her powers are weakened if they haven't done any vigorous activity in the last day. It's not barbarian to relax)

    Druid - The codes for a druid are pretty much being respectful of nature
    > Do not kill for sport
    > When hunting and gathering, do so in moderation

    Cleric - Each deity would have their own codes, so you would just have to wing it. For example, worshipers of Pharasma would deal with putting down the undead and respect those that have passed away. Just use their portfolios to come up with a code. Really not much should be real issues unless you have a silly cleric of Iomedae try to summon demons, devils, or undead which are enemies of Iomedae (In which case it should either straight up not work or result in the summons attacking the cleric)

    Monk - Just have them respect authority. Make sure they don't bother civilized areas.

    Note: Some DMs who keep alignments, still don't bother with code, in which case you may opt to do. I feel that the code keeps them inline to their respective classes RPwise (much better than an alignment)

    -- Removing Alignment from Class Abilities and Magic --
    Again this often comes to the Paladin
    For detect evil, instead of using good/evil alignments, have it so that vile creatures such as clerics of evil gods, undead, evil dragons, and devils and demons give off a dark aura, the paladin can then detect for that dark energy. On the flip side paladins, good clerics, archons, azata, and angels should give off light energy. This takes care of spells using that including smite. (I honestly don't believe a paladin should be trying to smite every evil human they come across, it puts too much focus on the paladin anyway)

    This I believe also helps balance the game for parties with a paladin. Paladins smites those of vile evil not just mildly evil minions who are likely to reform. So other players will be even when it comes to fighting evil humans and monsters.

    This can also add an element of roleplay if you should choose to have evil celestials and aasimar or good tieflings and devils. Though they have decided to try to be different they still give off that aura so they must remain careful of what they do.

    As for all the magic dealing with law and chaos I suggest just tossing it out. If it does anything game breaking, let me know.

    tl,dr:

  • Alignment Restrictions on Classes - use a code
  • Class Abilities and Magic based on alignment - use light and dark energy for good and evil spells, remove law and chaos spells


  • Adventure Path Charter Subscriber

    outstanding post. i've considered something similar for my homebrew.

    however...

    Ion Raven wrote:
    For detect evil, instead of using good/evil alignments, have it so that vile creatures such as clerics of evil gods, undead, evil dragons, and devils and demons give off a dark aura, the paladin can then detect for that dark energy.

    this is the sort of thing that can be a gray area. neutral characters, for example.

    Ion Raven wrote:
    As for all the magic dealing with law and chaos I suggest just tossing it out.

    i completely agree with this, as conflict comes primarily from good vs. evil, IMO.


    Easy way...

    Just ignore alignment. The players, creature, gods, etc etc do not have alignment.

    Upside = Anyone can do anything.
    Downside = You can not hold anyone accountable for their actions, based on alignment.

    Detect alignment does not work = There is nothing to detect
    Smile = Works on anything, not just good or evil.
    Resistance = Just goes back to default /magic.

    Paladin = If you want them to follow a code, cool. But without alignment, if they break there code... so what, its just a guideline, and what their superiors do not know, will not hurt them.

    Oh, and you need to write out that code, in detail, for each and every different order of paladin you have in your world.

    --------------------------------------------
    I have played without alignment before, can be fun.

    Then again, i have played Fighter and called him a paladin. Have played wizards and called them Druids. What is in a name, but a name.

    Sovereign Court

    I like this write up very much. However, why throw out Law and Chaos? Why not just give them their own aura (blue/red)? Only downside I can see is if the color is affected by color-blindness. :)


    messy wrote:


    Ion Raven wrote:
    For detect evil, instead of using good/evil alignments, have it so that vile creatures such as clerics of evil gods, undead, evil dragons, and devils and demons give off a dark aura, the paladin can then detect for that dark energy.
    this is the sort of thing that can be a gray area. neutral characters, for example.

    Neutral characters wouldn't and shouldn't give off auras. RAW they don't give off auras.

    KARLAN TALKINGTON wrote:
    I like this write up very much. However, why throw out Law and Chaos? Why not just give them their own aura (blue/red)? Only downside I can see is if the color is affected by color-blindness. :)

    It's really just a convenience thing.

    The reason I suggested throwing out law and chaos from detection is that, how lawful and chaotic something is should be shown in its actions, which it usually is. Another thing is (fortunately in my case) not a lot of creatures are representatives of law or chaos.

    However there are representatives of good and evil, but I only feel that those that beam with holy power or vile energy should have auras. A level 10 thug who's only evil actions are robbing people for his own selfish greed should not beam the same evil as a devil, in my opinion.

    Oliver McShade wrote:
    Paladin = If you want them to follow a code, cool. But without alignment, if they break there code... so what, its just a guideline, and what their superiors do not know, will not hurt them.

    Having a code for the Paladins can be as simple as pretty much telling them what is evil (which a DM should do regardless), and telling them not to do it. By having the different strengths of code the paladin can set their priorities. The atonement for lying should not be as severe as the atonement for killing an innocent however one who constantly breaks even minor laws are on a path to losing their paladin hood as well. Also Paladins are constantly under watch from their deities...

    I'm not talking about removing alignment entirely, just separating them from the mechanics.


    Adventure Path Charter Subscriber
    Ion Raven wrote:
    I'm not talking about removing alignment entirely...

    i am. :-)

    it's all shades of gray, so i'd prefer to dump it entirely and maybe use a system of codes of conduct like you suggest in your original post.


    messy wrote:
    Ion Raven wrote:
    I'm not talking about removing alignment entirely...

    i am. :-)

    it's all shades of gray, so i'd prefer to dump it entirely and maybe use a system of codes of conduct like you suggest in your original post.

    That's cool too, it honestly wouldn't matter once its separated from the mechanics. :3 It's just a fluff sorta of thing to give the world a feel.


    Adventure Path Charter Subscriber
    Ion Raven wrote:
    messy wrote:
    Ion Raven wrote:
    I'm not talking about removing alignment entirely...

    i am. :-)

    it's all shades of gray, so i'd prefer to dump it entirely and maybe use a system of codes of conduct like you suggest in your original post.

    That's cool too, it honestly wouldn't matter once its separated from the mechanics. :3 It's just a fluff sorta of thing to give the world a feel.

    <off-topic>

    :3 <-- what is this?? a bulldog? a walrus?

    </off-topic>


    Cool, but once you write out that code. Your going to have players try to get around that code, by justifying their action based off real world stuff you did not plan on, by justifying their action based on what they thought was true even if it was not, by justifying their action on what they as players thought not what their characters thought.

    And the threads will continue:)

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