Alignment threads are a can of worms, and I can think of 3 people who I am expecting to jump into this thread with a string of anti-alignemnt rhetoric any minute now, but here it goes:
As a DM, I use alignments. I find that alignments are useful to character creation and roleplay, especially to new players. I have introduced dozens of people to the game, many of whom have never played any kind of tabletop RPG ever, and alignment is something that helps to develop a personality in detail for this fictitious character that the player is going to control. Some will argue that "a devolped personality makes alignment obsolete", and that's all well and good for the experienced gamer who can create a detailed personality. maybe such a person doesn't need alignment to make a character. but that doesn't mean it's useless for everyone.
Furthermore, I'm of the school of thought for alignment that it is NOT an absolute barometer of action nor affiliation. Just because someone is Evil doesn't mean they're out to get you, and just becayse they're Good doesn't mean they're on your side. Likewise (using the pre-4e model), just because someone is Chaotic doesn't mean they are random or cannot be trusted. And just because they are Lawful doesn't mean that they're honorable. A Neutral Evil Bartender might just be a sour old man who only loves his money, but he keeps his tavern in good condition and never robs or cheats his guests, because they are his source of income. Contrariwise, a Lawful Good Paladin who comes to power in a city and attempts to guide its citizens to a more moral lifestyle becomes a dictator, instituting a harsh regime not unlike that seen in "V For Vendetta", for the good of the people of the city. Alignment is a grossly oversimplified summary of a character's general outlook and values.
What does this mean for players? Well, I ask my players for their characters' backgrounds and personalities. When a player does something grossly out of character, I'll say something to the player (sometimes he's just being silly or rash). But if he can justify it, I let it go. After all, people are fallible. Just because someone is Lawful Good, doesn't mean everything they do is Lawful and Good. Check out Roy from Order of the Stick as a prime example. Even in 3e, I was not a "gotcha" DM who would try and nix a Paladin's powers. The things that cause a paladin to lose powers was a short list: Intentional commiting of an evil act, and change of alignment. Those were 2 seperate things. Commiting one evil act does not make one stop being Lawful Good, that's why the attonement spell even existed. A paladin who commited such an act, perhaps in a fit of passion, would (if he was worth his oath as a paladin) seek to make amends for what he did. A paladin whose alignment was changed (by that cursed helm or what have you), needed to have that issue fixed before he could attone.
Now in 4e, we don't have any mechanics for changing alignments. None at all. You won't find it in the books at all. And alignment restrictions only apply to Divine classes. I've seen some anti-alignment people argue that "I can make an Evil paladin of Bahamut, using RAW, by havign him be LG when he became a paladin, and then he changed his alignment to Evil, but because there's no rules that say he loses his powers, he's still a paladin of Bahamut" Well, that's bull, because thre's no rule in the PHB that says you CAN change your alignment. Nor is there anythign saying the DM can change it on you.
So, to what end would one enforce alignments? Well, story continuity and roleplaying are good reasons. i mentioned before that I warn players if I feel that they are trying to act out of character. But there's got to be some flexibility there. Especially during the first several sessions of a game where the player is getting a feel for how he wants to play this character. If I have aplayer who wrote "Good" on the sheet for his dwarf Ranger, and over the course of the first few sessions continuously ignored the needs of innocents, contantly acting in a mercenary fashion and demanding a reward for any good deeds, I would talk to the player (not in front of the other players), and let him know his character hasn't been behaving in a fashion consistent with "Good". He can just change what he wrote on his sheet to Unaligned, because that's realy what he'd been playing like, or, perhaps it would make him re-think how he'd been playing. I've had players who are so used to playing Unaligned types that they wanted to play Good or LG as somethign new, and old habits just die hard. Maybe from then on, he'd make it a point to start acting more Good, who knows?
As to the OP's example: (I am amazed I am typing this) I agree with Damon_Tor. the decision to save the orphan vis chase the BBEG is one of character and personality, not just alignment. Alignment is not an absolute barometer or action or affiliation. That means that it's not some straightjacket that defines how you must always act in a given situation, nor does it cover every situation. So...should a Good character stop chasing the bad guy to save the orphan? The only right answer is: It depends on the values and outlooks of the character. Alignment itself is insufficient a scale to determine the answer.
Oh, and as for making charitable donations, I always handled that on a case-by case basis, too. Back in 3e, I regulated paladins into Paladin Orders base don deity. Some of the orders indeed asked that a paladin tithe a certain amnount to the order (which in turn sponsored works of charity). Other had no such requirment. One of my paladin orders was a group who's deity was the judge of the dead, and final judgement. His paladins were authorized to pass sentence and judgement as they saw fit, and had absolutely no requirements towards aiding the weak, or the infirm. They were, however, expected to stamp out undeath, and perform rites over corpses (when possible) to prevent said corpses from being raised as undead, something other paladin orders were not required to do, and indeed, an act they found repulsive, if not beneath their dignity.
Barbossa said it best: "the code is more what you'd call guidelines than actual rules."
Here are the PHB essentia, in my opinion:
Three Basic Rules (p 11)
Power Types and Usage (p 54)
Skills (p178-179)
Feats (p 192)
Rest and Recovery (p 263)
All of Chapter 9 [Combat] (p 264-295)
A player needs to read the sections for building his or her character -- race, class, powers, feats, equipment, etc. But those are PC-specific. The above list is for everyone, regardless of the race or class or build or concept they are playing.
It has always struck me as very odd when people want a system of punishments for the Good alignments. Alignment is simply an aspect of the character's personality; a guideline (as Barbossa said) to help the player decide what their character will do in different situations. The important word there (besides 'guideline') is actually 'a'. Alignment is not THE guideline, it is just another part of the huge personality pie. Punishing someone for not playing the way you think the alignment should be played is just as rediculous as punishing them for not playing the way you think any other personality trait should be played. "Sorry Bob, your PC doesn't get any XP this session. You had him leap into the marsh to battle the Otyugh, but your background stated that he is very cleanly." And the key here is that there are no hard and fast rules about alignment. There is just a rough description for each one, with the lines purposely blurry.
Alignment should be used as just another tool. It is not a straightjacket, and does not (and should not) dictate your actions (as in, "I HAVE to do this, my alignment is [insert choice of alignment here]").
I was wondering what kind of enforcement people do on alignments. Specifically relating to being Good.
Being Good can mean a lot more then simply fighting Evil. It can seriously handycap a PC if being Good means that the PC has to stop chasing the BBEG to dive into the river and save the orphans. Or if they are expected to donate a sizable chunk of their income to noble causes.
In former editions there were DM assigned penalies such as loss of powers and experience penalties. I was wondering what people do in 4E, other then to ignore the whole thing.
Personnally, I think everyone should be Un-aligned to simplify the game, but that is me. I know many people like alignments, even Lawful Good.
My DM requires the PCs to be the three usual alignments of unaligned, good or lawful good. I'd say good is the most common. We use the alignment for roleplaying purposes.
I've tossed out the whole alignment thing. They've outlived their usefulness, at least in D&D. Without a system of penalties and bonuses, they got no use. I would glad use them if a Player could gain long term bonuses for, say, having their Lawful Goodness at X or above. Then, at least, alignment would be interesting.
As said above, we use alignment for roleplaying purposes. Playing a lawful good paladin has a different feel compared to playing an unaligned one. As a lawful good paladin I was forced to save every burning village along the way. With an unaligned Paladin I had the option of moving on if there happened to be an army of orcs 'burning the village'. Very different gaming experiences if alignment is used correctly.
The very question of how one 'enforces' alignment is one of the reasons that I never have used it (even in previous editions). If one must use it, I prefer it be descriptive rather than prescriptive. By which i mean your character is considered 'Good' because he acts in a manner consistent with the alignment rather than having the fact that he has the word 'Good' written in a particular place on his character sheet determine how he acts.
Alignment threads are a can of worms, and I can think of 3 people who I am expecting to jump into this thread with a string of anti-alignemnt rhetoric any minute now, but here it goes:
You called?
Yes, alignment is horsecrap, both as intended and as implemented. In 3e, it was absolutely ridiculous the way it insinuated its way into every aspect of the game, from classes to feats to spells. Having something so utterly subjective with mechanical repercussions was ridiculous. The sheer number of alignment (and especially Paladin) argument threads is a testament to that.
My favorite Paladin story: Our group just blew into town, and we were introducing ourselves before the town guard. I rattled off my 'holy knight of Heir-can'tspellitanymore' title, and the guard looks visibly nervous and excuses himself. I give him the Pali-dar scan (more on that later), and he registers as evil. Once I get a quick second, I lean over to the party rogue and ask him to shadow the guy, he's kind of suspicious.
DM: "You're not going to kill him?" Me: "Of course not. I don't know what he's done, so I don't know what the appropriate punishment would be. I have no evidence that he's earned an execution, so I'm not going to attack him."
And my powers get yanked. It was apparently evil for me to want to have evidence of wrongdoing and want to determine a fair and just punishment.
And then there's Detects, also known as the Plot Shredder. "This guy's acting a little funny, can I make a Sense Motive/Insight check?" "Don't bother, let me ... oh, yeah, he's evil." Having concrete representation of abstract metaphysical concepts was ridiculous. And how do you find the one cultist of Vecna infiltrating the church of Ioun? Find the guy who can't cast Protection from Evil because it's against his alignment.
4e made a great step forward by removing alignment's mechanical consideration (though it's taken a step back with the Cavalier/Blackguard crud). When 5e rolls around eventually, I hope they take the final step and jettison it completely in favor of simply writing down aspects of your character's personality and playing that.
Another day, another three or four entries to my Ignore List.
The reason alignment threads deteriorate so quickly is because there are two groups that lurk and then pounce on them with 2 different expressions of their own experiences. The first group states, "I had a terrible DM, and here's my examples", while the other group is touting, "I had good DMs, and here's my examples". Alignment is too tied to personal bias to be effective, and it used to require too much DM-fiat to be of any value. Good DMs will make it flow just like any other rule. Bad DMs can make your life miserable with them. It was simply too much to put on the DM, when each particular DM might not be as apt as others at intelligently applying the rules to facilitate a fun, engaging game.
Let's face it...there are some extremely bad DMs out there. Some were forced into the job by the rest of the group refusing to DM, so the one takes on the job so the game can be played. Others think they're awesome at DMing, and their group is too nice to point out the contrary. Either way, if you find yourself gaming under a bad DM, letting them continue to get away with it isn't helping anyone, and might actually encourage that bad DM to continue DMing badly.
The old alignment rules were NOT bad rules. I made them work smoothly and seamlessly since the mid '80s, as did hundreds and thousands of other DMs. I never used them as ways to screw over players. I never used them as a bludgeon. They were simply another rule amid a stack of other rules. When people without the intellect to apply sound reasoning get a hold of rules that are open to interpretation, bad things will happen. Alignment is the all-time best example of this. I used to think that an IQ test should be required to take on the title of DM, but I suppose removing any and all rules that the lowest common denominator can screw their players with is another way to go about it.
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I've had DMs who I'd call both good and bad, and I've had DMs I'd call fantastic and others I'd consider downright villainous and detrimental to the hobby as a whole to let them continue running games for other people.
Among the lot of them, the handling of Alignments was varied. Some ignored it, some used it, some abused it, some subverted it, others dropped only hints that it had any impact at all. The thing is, the way they handled it wasn't always related to what kind of GM they were overall. I've had GMs I thought were otherwise fantastic who got way too hung up on Alignment-based rules. I've had GMs who were an absolute pain to deal with at the table who all but ignored Alignment, or used it sparingly in ways that made sense.
You note the problem yourself: "Alignment is too tied to personal bias to be effective, and it used to require too much DM-fiat to be of any value." "Good DMs will make it flow just like any other rule. Bad DMs can make your life miserable with them."
Just because a "Good DM" can make it work does not make it an acceptable rule. A good DM can make FATAL run well, which does not speak to FATAL's depth of play. The fact that so many players choose "Neutral" (now Unaligned) alignments is the first symptom that something's wrong with the rule. They choose the option given to them where the rule has the least possible say in how they get to continue.
Conversely, I don't think anyone who chooses to use Alignments will do a bad job of it, or that it's the hallmark of a bad DM, but I do think it is (as you noted) to unclear and tied to the bias of multiple different individuals who all need to be operating off of the same definitions for it to work as stated, and requires far to much juggling and hand waving from ALL involved to be called a "good rule."
Good rules are clear, concise, easy to use, fair, accessible, and work well both initially and even with some misinterpretation or even alternate interpretations.
Alignment rules have never been any of these things.
Jackonomicon™ It's not always safe for work, but it's great for play.
Alignment threads are a can of worms, and I can think of 3 people who I am expecting to jump into this thread with a string of anti-alignemnt rhetoric any minute now, but here it goes:
You called?
Yes, alignment is horsecrap, both as intended and as implemented. In 3e, it was absolutely ridiculous the way it insinuated its way into every aspect of the game, from classes to feats to spells. Having something so utterly subjective with mechanical repercussions was ridiculous. The sheer number of alignment (and especially Paladin) argument threads is a testament to that.
My favorite Paladin story: Our group just blew into town, and we were introducing ourselves before the town guard. I rattled off my 'holy knight of Heir-can'tspellitanymore' title, and the guard looks visibly nervous and excuses himself. I give him the Pali-dar scan (more on that later), and he registers as evil. Once I get a quick second, I lean over to the party rogue and ask him to shadow the guy, he's kind of suspicious.
DM: "You're not going to kill him?" Me: "Of course not. I don't know what he's done, so I don't know what the appropriate punishment would be. I have no evidence that he's earned an execution, so I'm not going to attack him."
And my powers get yanked. It was apparently evil for me to want to have evidence of wrongdoing and want to determine a fair and just punishment.
And then there's Detects, also known as the Plot Shredder. "This guy's acting a little funny, can I make a Sense Motive/Insight check?" "Don't bother, let me ... oh, yeah, he's evil." Having concrete representation of abstract metaphysical concepts was ridiculous. And how do you find the one cultist of Vecna infiltrating the church of Ioun? Find the guy who can't cast Protection from Evil because it's against his alignment.
4e made a great step forward by removing alignment's mechanical consideration (though it's taken a step back with the Cavalier/Blackguard crud). When 5e rolls around eventually, I hope they take the final step and jettison it completely in favor of simply writing down aspects of your character's personality and playing that.
Response to Salla: Fortunately, you can just ignore it. Also, your DM was an idiot; just because someone is "lawful good" doesn't necessarily mean they're a crazy, reactionary zealot. Cassavir isn't like that in NWN2.
Response to the issue: Well, in 4e at least, I see alignment as being just a rudimentary umbrella that other more specific personality traits tend to fall under. It's actually more realistic than it's often credited for being.
A "good" character is just someone who for the most part follows the golden rule, which is mostly independent of culture. They generally are not terribly concerned with mores and folkways. In real life, this would describe your average free-thinking, emotionally mature person.
A "lawful good" character is somone who is similar but has the added dimension of hyperfocusing on mores and folkways within a given society. Being lawful good doesn't mean you are "extra good" it just means that you are a well-intentioned person who follows strict ideolgies and interpretations about what being good entails. In real life, this would describe most mainstream religious people and organizations.
An unaligned character is likely someone who follows no set pattern or is self-centered in a mostly benign way. It can also be someone who is lawful but not necessarily benevolent or just about anything else that doesn't fit into the other alignments. In real life, this would describe most people who are simply emotionally immature, whatever allegiences or ideoligies they may or many not subscribe to.
"Evil" basically describes malignant selfishness, someone who is only concerned with what benefits himself or herself to a pathological degree, which can be ascribed to a quite a large number of real-life people. People like this are rarely concerned with lawfulness or observance of tradition and culture. In real life, this would describe people with substantial personality disorders such as narcissism that tend to be physically or emotionally abusive to others.
"Chaotic evil" is like above, but adds the dimension of someone who is consciously sadistic and reckless in their behavior. I think of someone who is chaotic evil as being totally sociopathic - they derive pleasure from tearing others down and actively work to see it happen. I.e. actively evil rather than just passively evil. In real life, this would describe very warped people that usually end up in institutions
Keep in mind that these are basic personality traits that do not necessarily define a character's allegiences, sources, etc. I think where some people misstep is in incorrectly interpreting the words "good" and "evil" as always indicating an allegience to some sort of entity that represents their viewpoints, which is incorrect.
Moreover, while RAW could be clearer about a few things, I think it's pretty intuitively obvious how alignments should and should not be used, so examples like cited above really just demonstrate an incompetent DM and the blame can't really be put on the system itself.