Alignment has been the source of a lot of unnecessary arguments across D&D’s history. It’s kind of strange – if you look back at original D&D, it was just a faction marker: shirts vs. skins (or togas vs. woad if you prefer). Its only real effects were to determine what types of monsters you could recruit – a Lawful character could ride a pegasus and a Chaotic one a griffin, but not vice-versa – and which magic swords a character could use (since back then they were all intelligent enough to have their own alignments). But that was it.
Somewhere along the way alignment became a description of a creature’s morality – or more problematically, of an entire creature type’s innate moral character, regardless of their actions. Orcs who are Evil by birth; elves who are Good by nature even when they enslave each other (that’s from an actual Dragonlance module, by the way). There’s no salvaging that.
A lot of folks just discard alignment, and while I can’t blame them I feel it’s one of D&D’s more iconic contributions to popular culture – I don’t know how many 3×3 alignment grids I’ve seen for ways to close a bag of bread or whatever, and there’s even an entire subreddit for alignment charts. I think it would be a terrible mistake to throw away that mindshare if we can salvage the concept, especially if we can do something interesting with it.
My take
Alignment is the state of being mystically connected to an extradimensional reality – in traditional D&D cosmology, to one of the Outer Planes. This connection can arise in a number of ways:
- Being composed of the substance of that reality (for example, demons being literally made of the Abyss).
- Powerful supernatural effects like a curse, perhaps even one passed down for generations; or a Helm of Opposite Alignment.
- Behaving in a way that supernaturally resonates with that reality via magical sympathetic principles.
- This last is the route traditionally assumed for alignment – that a character is Chaotic because they behave chaotically.
This proposal allows for a Hellboy-style character who is by origin tied to an infernal plane despite being completely out of sync with the ideals of that place; such a character isn’t born Evil, but they are born aligned with Hell (or just Lawful Evil) regardless of their feelings in the matter. This also allows for us to have weird objects (a rock that’s so evil just touching it will turn you into fiddler crabs!) or even places (which are strong in the the Dark Side), and corresponding phenomena for other alignments.
We still need to give alignment some mechanical definition. Let’s start with the following:
- A character may choose whether or not to have an alignment.
- If the character chooses not to have an alignment, they can simply write “unaligned” in any alignment field used to describe their character. A lot of beings are unaligned, including many people.
- If a player chooses to have an alignment, it never forces the player or their character to make certain choices or otherwise reduces the character’s agency or the player’s control over their character’s actions.
- Spells and effects which deal with alignment detect and operate on the mystical connection, not on the character’s thoughts, intentions, or historical behavior.
- Alignment has mechanical effects. A character
- Gets advantage on rolls to resist being forced, coerced, or manipulated into behaving contrary to their alignment’s ethics.
- Gets advantage on rolls to communicate with beings who share their alignment – they’re on the same wavelength.
- Gains Inspiration when they behave according to the ethics of their alignment at the cost of causing themselves non-trivial trouble.
- Available alignments
- The usual assumption
- There are 9 alignments, each made from a combination of choices along 2 ethical axes: Lawful-Neutral-Chaotic and Good-Neutral-Evil.
- Under this assumption, “Neutral” is simply a lack of a commitment along that axis, so a character who is Neutral on both the Law/Chaos axis and the Good/Evil axis is effectively unaligned. This means the standard alignment choices end up as follows:
- Lawful Good
- Neutral Good
- Chaotic Good
- Lawful Neutral
- Neutral (aka unaligned)
- Chaotic Neutral
- Lawful Evil
- Neutral Evil
- Chaotic Evil
- Each choice along an axis (other than Neutral) is associated with an ethic. A character doesn’t have to believe in the ethics associated with their alignment, but they may find it easier to adhere to those ethics in the long run – what’s that bit about the Dark Side being “quicker; easier; more seductive”?
- Law: the ethic of law is that things matter to the degree to which they endure over time. Transient things are ephemeral, less real (though views on this can be complex, since some transient things can be seen as part of a larger enduring whole, as with the cycle of seasons). A Lawful character will tend to adhere to traditions, plans, and other commitments even in the face of adversity.
- Chaos: the ethic of chaos holds that things matter to the degree to which they are present in the moment; more radical takes on this ethic claim the present is the only actual reality, with the past a ghost and the future merely a dream. A Chaotic character will tend to treat traditions, plans, and other commitments of all sorts as non-binding, or at least subject to reinterpretation in the moment.
- Evil: Evil’s ethic prizes the self, and more precisely self-interest above the interests of others. Evil characters aren’t necessarily unfeeling – they may like or even love some people, or feel loyalty to an organization or a larger entity like a nation or ethnic identity and therefore feel it’s in their own interests to help those people or groups – but fundamentally, an Evil character will tend to act in their own self-interest without concern for the interests of others.
- Good: Good’s ethic is easy to outline but hard to pin down: nobody’s interests are more important than anyone else’s, and therefore it’s only right that all parties be considered when determining a course of action. There’s still lots of room for disagreement: determining how to balance various interests against each other, especially when faced with the idea of a necessary sacrifice (for example, if there isn’t enough food or other necessary resources to go around) and even figuring out if something is considered to properly have interests of its own (does a magical construct carrying out the final orders of its long-gone creator? How about a nation-state, or an insect?). Even when faced with all these complexities, a Good character will tend to look for ways to act on behalf of others and try to avoid acting on their own behalf at the expense of others.
- Non-standard alignments. Some campaigns may have alignments other than the standard 9 alignments. For example, a campaign or setting might:
- Have the notion of an alignment of Balance (sometimes called True Neutral), whose ethic would involve trying to keep any of the other standard alignments from effectively marginalizing any of the others.
- Remove the Good/Evil axis and only use the Law/Chaos axis
- Build a completely distinct set of alignments around e.g. Aristotelian elements and the medieval humors and temperaments associated with them, so a characters alignment might be Sanguine (or Airy); Choleric (or Fiery); Melancholic (or Earthy); or Phlegmatic (or Watery).
- The usual assumption
