Why are we still using Alignment?


General Discussion

51 to 80 of 80 << first < prev | 1 | 2 | next > last >>

1 person marked this as a favorite.

That is why I usually play only Neutral characters.

And paladin feels like playing with a straitjacket.


3 people marked this as a favorite.

Alignment doesn't strangle roleplaying. Alignment doesn't promote roleplaying. RP-wise it's a shorthand for a certain set of do's and don't's. More importantly, alignment is a fundemental aspect of the multiverse in default D&D. Planes are organized according to alignment, some creatures are intrinsically aligned, magic can key off of and affect it. It's a real thing in D&D, not just an abstracted mechanic.
It's a default assumption about How Things Work.
And I like this.


1 person marked this as a favorite.
HWalsh wrote:
graystone wrote:
This is correct in one way: no two people will 100% agree on alignments in the game.
I disagree. My group has been gaming together for around 5 years now. I also run PFS. I also run 2 additional online "home groups" I have never had an issue with alignments. Everyone seems to easily understand and grasp what the alignments are.

Yes, it wasn't until the Internet that I realised people were having problems with Alignment; it seems the problems often stems from not wielding it properly. It is not a straightjacket, I mean, look at Elric, he is sworn to Chaos, but he doesn't go around acting like a sociopath with the attention span of a gnat.

Liberty's Edge

2 people marked this as a favorite.

I like the alignment system. For me it's always been a nice, quick shorthand to character creation. A simple task that lets players help flesh out how their characters might act and react. Usually, in game it ends up being a fun way to get a laugh as players ponder how to handle difficult options.

Silver Crusade

1 person marked this as a favorite.

If the GM uses "[your character] wouldn't do that" to keep you from playing that's a GM issue, not an Alignment issue.

I asked "Are you sure you want do that?" plenty of times (doors, levers, dropping off all their equipment to be enchanted for several days while they're being hunted by daemons, etc) but only asked "Is that something [your character] would do" once.

Newish player in the group, during the fight the player's attack kept missing and he got frustrated and the surviving NPC surrendered and he said he was gonna run him through, which prompted the question since I saw the player was pissed and it seemed OoC. He took a breath and said nah. Didn't derail the game or take up any amount of time.


2 people marked this as a favorite.
Rysky wrote:

If the GM uses "[your character] wouldn't do that" to keep you from playing that's a GM issue, not an Alignment issue.

I asked "Are you sure you want do that?" plenty of times (doors, levers, dropping off all their equipment to be enchanted for several days while they're being hunted by daemons, etc) but only asked "Is that something [your character] would do" once.

Newish player in the group, during the fight the player's attack kept missing and he got frustrated and the surviving NPC surrendered and he said he was gonna run him through, which prompted the question since I saw the player was pissed and it seemed OoC. He took a breath and said nah. Didn't derail the game or take up any amount of time.

I agree with this...

"Your character wouldn't do that."

Are words I have never uttered, nor would I.

Here is the thing, if this is really a big problem, removing an alignment wouldn't stop it. I played with a GM who used to use that exact phrase... In a game with no alignment.


2 people marked this as a favorite.

Disagreements on what good/neutral/evil are - let alone law and chaos! - are enough to make D&D's alignment system more trouble than it's worth IMO. Which has been my opinion since the mid-90's. Maybe the people you game with think enough alike that there's no problem there, but that's certainly not true of every gaming group.


avr wrote:
Disagreements on what good/neutral/evil are - let alone law and chaos! - are enough to make D&D's alignment system more trouble than it's worth IMO. Which has been my opinion since the mid-90's. Maybe the people you game with think enough alike that there's no problem there, but that's certainly not true of every gaming group.

No, nothing works for every gaming group. Nothing is true of every gaming group.

That doesn't make it a compelling enough argument to remove it. It isn't a severe enough issue, impacting enough actual players, to be something that needs to be changed.

Also, certainly, yes I game with people who think alike. Why? Because I game with people whom I enjoy hanging out with. The exception being PFS where I have had 0 issues with any player based on their alignment, and many more issues dealing with "Power Gamers" "Optimizers" and so-called "Rollplayers"

I would hazard curbing Power Gameing, Optimizing, and Rollplaying would be better for the gaming community than removing alignment ever will.


1 person marked this as a favorite.
HWalsh wrote:
It isn't a severe enough issue, impacting enough actual players, to be something that needs to be changed.

An interesting belief, but unless you have data on that beyond your personal experiences it's nothing more.

HWalsh wrote:
Also, certainly, yes I game with people who think alike. Why? Because I game with people whom I enjoy hanging out with.

It's possible to disagree with someone and still enjoy their company. It may be a lost art in some quarters, true.

HWalsh wrote:
I would hazard curbing Power Gameing, Optimizing, and Rollplaying would be better for the gaming community than removing alignment ever will.

I suspect any mechanism to do the former would be more harmful to the gaming community than removing alignment ever could be. Edit: and no, I don't particularly like power gaming or rollplaying, and think optimisation can be taken too far. It's just that I think trying to curb those via mechanics is an awful idea.


2 people marked this as a favorite.

Alingment is tool for those who aren't willing to put in effort or have real trouble with imagination. It and any other sort of morality mechanics are the worst thing that has happened to the entire hobby in it's history.

But humans are lazy by nature so it endures. Hell as much as I loathe the entire idea and won't ever play a game that uses anything of the sort, I still use something akin to it when I GM for shorthand on personalities of minor NPCs.


In my humble opinion the discussion about alignment is very unclear about what is the actual point.
Alignment is the only true choice about the personality of your character. Nothing else on the character cheat gives a hint on how your character sees the world.
The mechanical impact in the game is very little. So what do you want to create? A character with a story, a development and its own looks at the world or do you design a character as a mechanical function? If you play a shining knight then this character would refuse to burn down a village just to get a fancy ring or because he don´t like the major. So characters always hinder specific actions, because they have a view on the world and they are not just puppets you use as a avatar for every idea you might have.
This is important for the gamemaster because she/he an use this information to drag you in the story and keep your character engaged.
One problem seems to be that players and gamemasters do not understand alignment. Even if you are good you can act evil because you are still no angel, you are just mostly good. Being neutral means to actively keep the good and evil on balance and not "I don´t care".
A second problem is that a lot of players don´t care and don´t want to care they want to do what ever seem to be fun in this specific moment: "It´s a game!" But this a a puestion that has to be answered by the group: What game do we want? Serious characters or something else? Once you answered this question the discussion about your character would do that or not should be over.
But I think that this issue should be addressed in the rule book and clarified.

Silver Crusade

2 people marked this as a favorite.
Wultram wrote:

Alingment is tool for those who aren't willing to put in effort or have real trouble with imagination. It and any other sort of morality mechanics are the worst thing that has happened to the entire hobby in it's history.

But humans are lazy by nature so it endures. Hell as much as I loathe the entire idea and won't ever play a game that uses anything of the sort, I still use something akin to it when I GM for shorthand on personalities of minor NPCs.

This is insulting and untrue.


2 people marked this as a favorite.
Bjørn Røyrvik wrote:
RP-wise it's a shorthand for a certain set of do's and don't's.

I'd prefer a set of actual do's and don'ts. In the space that's set aside for alignment, you could have a set of questions.

Is you character brave or cowardly?
Intellectual or hands on?
Introverted or extroverted?
ect

I think that would be a FAR, FAR better tool for RP than the super tiny box alignment's paragraph or 2 puts you in.

HWalsh wrote:
graystone wrote:
This is correct in one way: no two people will 100% agree on alignments in the game.
I disagree. My group has been gaming together for around 5 years now. I also run PFS. I also run 2 additional online "home groups" I have never had an issue with alignments. Everyone seems to easily understand and grasp what the alignments are.

I've played the game since it was a tactical war game using the blackmoor rules. I've played every version of D&D except 5E. For the last 10 years, I've played games online with players from all over the world. Heck, I've even gone to D&D camp. SO I've seen my share of games, versions and players.

From my perspective, alignment has always been a problem and some kind of issue has cropped up a few times every year I've played in that time. These have ranged from disruptions of the game do to bickering all the way up to people leaving the group to table flipping and physical altercations. For me, the alignment system has never been a positive addition to the game as a PC rule IMO. It has some utility as a quick and dirty shorthand for groups/planes/cities/ect, but even then I think a better system could be used.

If you've never seen any issues that's great for you but it seems like some kind of aberration to me.


Cause people like me has to be kept "gainfully employed"?
Tradition and orthodoxy maybe?
Since Alignment is such a ingrained part of the system (and systems flavour) that it would require actual work to separat them?
Because there "might" be a possibility to remove Alignment once we get the finished product?
Requirements and limitations are fun I guess?
Since it creates creative barriers, thus make people think in skewed, strange or contradictory ways?
(Like experimenting with a puppy/kitten-kicking Iomedaean (ex-?*)Paladin turned multi-class priest of Gorum…cause that seemed fun)

* Who might/might-not still be a Paladin, as she technically advances in levels as a Paladin (thus is one? *shrugs*), while any such advancement actually gain her Cleric abilities (some of the time at least)…
Heck I just classify her as a martially inclined apostate, who's kept her "training", while learning the mystical traditions of another church.


2 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

Alignment has served as a useful tool to help navigate roleplaying. It's simple, easy to understand, and extremely flexible.

Using it as a guideline for different monster races and cosmic forces is narratively satisfying and highly useful as a GM.

Every time I see a game that de-emphasizes or removes alignment, I roll my eyes because I'll have to be prepared for endless attempts to force my character to act in a morally grey manner, rather than simply allowing me to play a good guy (which is my preference in a fantasy game).

The battle between good and evil is a compelling fantasy, and it's the very last thing I would want changed in order to be more "realistic". Save the moral ambiguity for real life.


1 person marked this as a favorite.

My example with the Schroedinger's Paladin wasn't a commentary on whether player's should or shouldn't be able to play a Paladin without having to suffer a code of conduct or an alignment restriction. The guy I was responding to was mistakenly calling ambiguity a feature of alignment. Said ambiguity cannot be such a feature. I can have a Paladin who hasn't fallen. I can have a Paladin who has fallen. What I can't have is a Paladin who has fallen and simultaneously hasn't fallen. Never mind the appropriateness of requiring players to have a potential fall hanging over their heads, one would think we can all agree that you cannot be simultaneously fallen and not-fallen.

I mean, it's the same thing as height. I could be 5'8". I could be 6'1". I cannot be 5'8" and 6'1" at the same time.

In contrast, I can have a character that I believe to be decisive. And that same character can be believed honestly and in good faith by someone else sitting at the table to not be wishywashy, but not decisive enough to be decisive. And since the game doesn't have a Decisive-Wishywashy axis, we can both consider the character to be what we believe him to be without conflict. We can simply agree to disagree. THAT, by the way, is something allowed to be ambiguous, due to NOT having even one rule attached to it. Neither of us has to be right or validated. Neither of us has to be wrong or invalidated. No bullying, no belittlement, no disdain. No one's being put down.

The very beginning of the book tells us a load of hooey about the table being a safe space where people are supposed to be comfortable and welcomed. I wish it weren't hooey. I wish it could go without saying and when I first started playing, I naively thought it did. And maybe now it is, but only until we're talking about the character archetype devoted to being the good guy. Then there can't be enough bullying and condescension. After all, that's the whole point of the Paladin, I'm told.


3 people marked this as a favorite.
WatersLethe wrote:

Alignment has served as a useful tool to help navigate roleplaying. It's simple, easy to understand, and extremely flexible.

Using it as a guideline for different monster races and cosmic forces is narratively satisfying and highly useful as a GM.

Every time I see a game that de-emphasizes or removes alignment, I roll my eyes because I'll have to be prepared for endless attempts to force my character to act in a morally grey manner, rather than simply allowing me to play a good guy (which is my preference in a fantasy game).

The battle between good and evil is a compelling fantasy, and it's the very last thing I would want changed in order to be more "realistic". Save the moral ambiguity for real life.

How? Literally how? How does the ability to play a character with a certain skill set/list of class features or to play a character in a world where acts of good and evil aren't codified result in the outcome you don't want? Your character can behave in the same heroic fashion you want him to; alignment existing has less than zero bearing on that.

It's like saying:
"Your Fighter is required to use a sword."
"Hurray, my Fighter can use a sword."
"Your Fighter can use any of a number of weapons, including a sword."
"Well darn, now my Fighter will never be able to use a sword."


Rysky wrote:
Wultram wrote:

Alingment is tool for those who aren't willing to put in effort or have real trouble with imagination. It and any other sort of morality mechanics are the worst thing that has happened to the entire hobby in it's history.

But humans are lazy by nature so it endures. Hell as much as I loathe the entire idea and won't ever play a game that uses anything of the sort, I still use something akin to it when I GM for shorthand on personalities of minor NPCs.

This is insulting and untrue.

First off fair warning that I am going to bed after this post, so further replies will have good bit of time to come and that I am not at my sharpest.

To me someone who is putting every single possible moral view into 9 boxes is not putting in effort. A person who accepts objective morality(even in fiction) is not putting in the effort. Just looking for an easy answer no matter if it makes any sort of sense. The lack of imigination comment is the other explanation since I can coinceive that there are people who simply couldn't get past it, no matter how rare such a person might be.

As to humans being lazy? Yeah we are, that is what humans in the big picture have used the vast majority of our brain capacity for. I want X but it is too cumbersome to get, so I figure out a way to use less effort. It's not an insult, it's just a statement about basic human nature.


Pathfinder Lost Omens, Rulebook Subscriber
Tectorman wrote:

How? Literally how? How does the ability to play a character with a certain skill set/list of class features or to play a character in a world where acts of good and evil aren't codified result in the outcome you don't want? Your character can behave in the same heroic fashion you want him to; alignment existing has less than zero bearing on that.

It's like saying:
"Your Fighter is required to use a sword."
"Hurray, my Fighter can use a sword."
"Your Fighter can use any of a number of weapons, including a sword."
"Well darn, now my Fighter will never be able to use a sword."

If I sign up to play a game with codified good or evil, I can play a good guy who doesn't feel bad about fighting evil guys.

In real life, there is no codified good or evil, so I am a pacifist.

If every conflict requires me to judge the moral character of an enemy down to their upbringing and culture, I'm going to be far less likely to enjoy such a combat heavy game.

Without alignment "I kill the evil demon!" will become "I attempt to subdue the demon so that he can be brought to trial before a jury of his peers."


Alignment encourages roleplay.

In games without alignment, people just act and behave as themselves if there were no consequences for their actions.


4 people marked this as a favorite.
TheFlyingPhoton wrote:
Alignment encourages roleplay.

More than a well thought out and organic background and personality? Not from my experience. In fact, alignment is often at odds with what makes sense for your character as things that make sense do not always fit naturally into the same alignment basket.

TheFlyingPhoton wrote:
In games without alignment, people just act and behave as themselves if there were no consequences for their actions.

That's like saying that no one in real life has to deal with any consequences because real people do not have alignment tags. People react to your actions and not some abstract initial based system of artificial morality. I think one of the great failings of the alignment system is that people CAN'T "act and behave as themselves" because their own behavior and actions are far too complicated to fit any one alignment.


1 person marked this as a favorite.
Rysky wrote:

If the GM uses "[your character] wouldn't do that" to keep you from playing that's a GM issue, not an Alignment issue.

I asked "Are you sure you want do that?" plenty of times (doors, levers, dropping off all their equipment to be enchanted for several days while they're being hunted by daemons, etc) but only asked "Is that something [your character] would do" once.

Newish player in the group, during the fight the player's attack kept missing and he got frustrated and the surviving NPC surrendered and he said he was gonna run him through, which prompted the question since I saw the player was pissed and it seemed OoC. He took a breath and said nah. Didn't derail the game or take up any amount of time.

My preferred question when I spot someone acting in a way which doesn't seem befitting of their character in some way is "why does your character thing doing that is an okay or desirable thing to do".

Since the primary purpose of alignment, from where I sit, is to encourage players to thing about their character's motivations and internal rationalizations for their actions, separated from those of the player (since a *player's* motivations do not change all that much from campaign to campaign.)

So I might ask "why does your character, a Paladin of Sarenrae, the goddess of mercy, mind you, think that slaughtering the bandits who surrendered is an acceptable thing to do?" and if they want to reconsider it, great, but if they can come up with an actual in character justification for something which survives some scrutiny, I am pleased that a player is thinking things through (or at least good at improv) and let it slide.


2 people marked this as a favorite.
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

I disagree with everything the OP says. Please keep the alignment system.


We have alignment guidelines to keep everyone from playing Hamlet.


graystone wrote:
TheFlyingPhoton wrote:
Alignment encourages roleplay.

More than a well thought out and organic background and personality? Not from my experience. In fact, alignment is often at odds with what makes sense for your character as things that make sense do not always fit naturally into the same alignment basket.

TheFlyingPhoton wrote:
In games without alignment, people just act and behave as themselves if there were no consequences for their actions.
That's like saying that no one in real life has to deal with any consequences because real people do not have alignment tags. People react to your actions and not some abstract initial based system of artificial morality. I think one of the great failings of the alignment system is that people CAN'T "act and behave as themselves" because their own behavior and actions are far too complicated to fit any one alignment.

Those two sentences I wrote were related. In every game I've ever played without an alignment system, other players have never played a unique character - with no alignment system, their character's personality was identical to their own RL personality. The only difference was behavior - their in-game choices were what they would do in the real world if there were no real world consequences for their actions.


Alignment becomes a problrm when you play so that your character fits the alignmen. But the alignmen should fit the character.
If your LG guy starts stabbing orphans and puppies, the conseqience isn't "Your character wouldn't do that" but an alignment change.

I would not like Do's and Don'ts on the character sheet as a replacement for exactly that reason. They would then dictate what your character should do or be pointless.


A lot of games that don't have alignment replace it with something else that informs what you value and care about, like allegiance to a clan or corporation or a tribe, or being born under a certain sign, or being a specific type of thing separate from "what abilities" you have, etc.

Games that don't do anything like that tend to be in settings which are very recognizeable as close to our reality- like for a Call of Cthulhu character you just have to imagine "literally any kind of person you could find on modern earth" but when we get further from our own experience (when you're vampires, or aliens, or angels, or elves, on a different planet or plane of reality or our world where the supernatural is super-conspicuous) it helps to have some other game system to give another dimension for starting to define "what you're like".

My personal preference is for "more of these systems" in a systems heavy game like Pathfinder, rather than fewer.


graystone wrote:
TheFlyingPhoton wrote:
Alignment encourages roleplay.

More than a well thought out and organic background and personality? Not from my experience. In fact, alignment is often at odds with what makes sense for your character as things that make sense do not always fit naturally into the same alignment basket.

Alignment has mechanical consequences and allows consequences if you betray it. I like that and any replacement should have that too. If there is no connection to mechanics, it is a good-practice-rule for every system (which having a good character background definitly is).

If a character would have a short list of virtues (goals important to then) and anathemas (stuff they wouldnt do) instead of alignment then spells like detect alignment should change into detect virtues and detect anathemas and so on.

With that I could live, it would even be interessting. And hey, anathemas are already in PF2 ;)


Honestly, I agree with all of the points in the OP. I hate alignment personally, and have never ever once enforced or used it, and never will. Even when my groups switch from FantasyCraft to PF2, I will NEVER use alignment. I think it's stupid and extremely constraining to story and character roleplay. I would not miss it at all if it were removed.


1 person marked this as a favorite.
GM Seth wrote:
Honestly, I agree with all of the points in the OP. I hate alignment personally, and have never ever once enforced or used it, and never will.

That is part of the problem to me, it is not a repressive law that should be "enforced" (that approach sucks the fun out of most things), or inhibitor, or straightjacket, it is merely a guide/tool. It can be a handy tag at a glance to get an idea of an NPC/Monster's attitudes/reactions to certain things, or you can fully embrace it as a Cosmic force that can be interacted with, or ignore it entirely.

I think it is more campaign dependent, in a Dark Sun campaign, alignment fades into the background, whereas in Planescape, it is front and centre (though at the same is rather grey).

1 to 50 of 80 << first < prev | 1 | 2 | next > last >>
Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Pathfinder Playtest / Pathfinder Playtest General Discussion / Why are we still using Alignment? All Messageboards

Want to post a reply? Sign in.